Looking for a complex Construct game

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Post » Fri Oct 01, 2010 6:52 am

Greets.

Looking for a complex Construct game, could you show (a link to) some?

Anything more complex than the "official" Demo and Tutorial games would be fine.
They are great for teaching or as for their visuals, but gameplaywise not.

Would need to see Construct's hard-core abilities, as until now it surprised me both with its great achievements and incomprehensible issues alike.

Thanx. bye.
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Post » Fri Oct 01, 2010 11:10 pm

http://gamejolt.com/freeware/games/arca ... atch/3161/

i think my game MEGA THUMB: DREAM MATCH is one of the more complicated construct games out there right now, if not the most.

It makes use of the event engine and ONLY the event engine, with no custom plugins or even any "3D object"(s) to make a game with 3D graphics using only sprite mesh displacement. The animation system for the 3D stuff is made with events only and custom inverse kinematic stuff. The 3D rotations for cameras/objects/etc. are done using only events. on-top of that theres a built-in custom character editor which has its own 2D graphics editor,3D object manipulation and a complex array and raster image based save/load system.

It's proof construct is super powerful, and that if you can imagine it, with enough work and skill you can do it, even if your only using events.
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Post » Sat Oct 02, 2010 3:01 pm

Neither are finished. Mine less so than arsonides, but:
viewtopic.php?f=4&t=6905&hilit=embryo
viewtopic.php?f=2&t=6936&hilit=knees+void+runner

Procedurally generated animation, and procedural infinite universe generation, respectively
Spriter Dev
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Post » Sat Oct 02, 2010 6:40 pm

browse through the "post your screenshots" and "post your videos" threads and see all the goodness within.
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Post » Mon Oct 04, 2010 7:17 pm

State of the art, indeed. :shock:

Thanx for your posts, these are appearantly stunning products, and must be using so hi-tech methods which I don't understand. Technically they must be very advanced, although their concept or content I don't really like, still.

Embryo reminds me of "Shadow of the beast" (amiga) with its extreme nice, sci-fi movie-like appearance.
Mega Thumb is so advanced in presentation, hats off, congrats on your creation.
Procedurally generated infinite space realisation is also very appealing.

These or similar ones are (going to be) really good promo products for Construct I think, which would be a wise thing if we wanna win against popular Game Maker.

However, if there were games with less hi-tech effects but more enjoyable gameplay, reminding of the 8 or 16 bit era, that would be nice... :D
... commencing searching the forums...
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Post » Tue Oct 05, 2010 9:56 pm

My brother Davioware has a game that fits just that bill.

http://gamejolt.com/freeware/games/plat ... limb/1459/
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Post » Fri Oct 08, 2010 5:46 am

Yikes,

Mr. Davioware's game was nearer to my mark, thanx.

Anyway if someone finds any Construct thingy wich handles many sprites in a C-64/amiga: arcade/ shoot'em up fashion, that would be welcome !

c64 games: [url:1zl7xc99]http://www.youtube.com/watch?v=eY2gK1MPgh8[/url:1zl7xc99] :D
amiga games: [url:1zl7xc99]http://www.youtube.com/watch?v=hUoJBerFDsA[/url:1zl7xc99] :wink:
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Post » Tue Oct 19, 2010 10:43 pm

With all due respect, if you want to promo an engine, you should be thinking in the now, not the 90's.

Super Mario Bros., Megaman, Sonic the Hedgehog, Final Fantasy VI, Chrono Trigger, Earthworm Jim, and a whole lot more are definitely great games, and well-polished, but they are by no means advanced. Their AI was rudimentary, their gameplay was two-dimensional, their display was great for their time... but their time was 15-25 years ago. Games made with "8-bit" graphics (kind of a misnomer, really, since the SNES that they typically emulate was a 16-bit console) serve only as nostalgia anymore and are part of the reason nobody takes 2D games seriously. Again, doesn't mean they're bad games. But I would hardly call them advanced.

2D isn't dead, it just got buried when everyone got excited about 3D. But it's going to stay dead unless it advances to where 3D is now. Instead of focusing on games that emulate the world gone by, why not focus on games that have new ideas, artistic vision (and skill), and a look to the future? That's the kind of game I'd call advanced.
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Post » Wed Oct 20, 2010 12:18 pm

it takes A LOT more work. and 2d is not dead at all. theres nothing wrong with low res graphics, people dont use them for nostalgia, they use them because theyre ambiguous and easy to draw. making a low res sprite takes a few seconds, making a 3d model with good textures takes a day of work. Also, ambiguous graphics work in much the same way as an abstract messy brushed painting, your mind fills in the details.
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Post » Thu Oct 21, 2010 5:19 pm

[quote="QuaziGNRLnose":rp39d60s]Making a low res sprite takes a few seconds, making a 3d model with good textures takes a day of work.[/quote:rp39d60s]

First of all, I'm not equating HD with 3D. I'm suggesting that 2D games should be made with high-resolution art, ala Braid, Earthworm Jim HD, BlazBlue or King of Fighters XII. Essentially, I'm talking about using a 128x128 character instead of a 16x16 character.

[quote="QuaziGNRLnose":rp39d60s]Also, ambiguous graphics work in much the same way as an abstract messy brushed painting, your mind fills in the details.[/quote:rp39d60s]

While that may be true, It's... conveniently true, and not really applicable to the medium. I'd like to use an example above and compare two graphics from an old, 16-bit game and it's modern, HD counterpart:



Apologies that it gets a little cut off in the forums, open it up in a new tab to view it in full. What you should notice from left to right is that the character is drawn in the same stylized way he was drawn in the first game, just in higher fidelity thanks to a higher-resolution display. The level design aesthetic is largely retained as well.

In his book Understanding Comics, Scott McCloud addresses the same property of art you're talking about: that stylization allows a person to project onto the character because the character is intentionally vague. This is what allows for comics like Sin Titulo. But resolution of image is a system limitation, not a stylistic choice: it is an artistic challenge, not an artistic medium.

Take this image from the first page of Sin Titulo, downgraded to approximately old-school resolution:



You cannot possible argue that it is "just as good" as the original despite the resolution change. It isn't. Details are lost, expression is lost, the text isn't readable and has to be replaced with a font that doesn't fit as well, et. al.

The underlying fact of the matter is that low-resolution art resources are easy to create. It is easier to program an engine for low-resolution resources because sloppy programming will not be as noticeable in the frame rate. It is easier to script for low-resolution art because it's easier to predict motion with less pixels on screen. In short, low-res is easybut again I say, it isn't a stylistic choice.

There's a reason Megaman 9 and 10 were sold at bargain bin prices on Xbox Live Arcade despite being manufactured by a major industry giant: they were retro, requiring little effort or money to make. They recognize that the graphic choice tweaks our nostalgia-bone, and that the gameplay is still fun. But they also recognize that you can't possibly market a never-made game from 15 years ago as worth the same money as a modern game. After all, I dare say most of the users on this board could create a new Megaman game that is faithful to the originals using Construct. Had they made new, HD Megaman titles, they would have sold them as disc titles like they've been doing with the Megaman X series, if only because the initial investment would have been higher.

Ultimately it comes down to this: it is more difficult to tell the quality difference between Gods and Super Metroid than it is to tell the difference between This Game is Hard and Braid. We are no longer in an era where sellable games can afford to have their art created by programmers instead of artists, because even Joe Shmuck can tell when the art is poorly made.

Look, for example, at Cave Story and Spelunky: both games are either available or "coming soon" to consoles, and both featured low-resolution art. Notice I say "featured": now that they've got some funding, both are getting a graphical overhaul. This isn't a coincidence. Low-resolution art is sellable only for nostalgia value: it isn't now, it isn't valuable.
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