Poll: How many events does your project have?

Discussion and feedback on Construct 2

Post » Sun Oct 26, 2014 5:03 am

Cosmochoria currently around 2500 events.
Made Cosmochoria - www.cosmochoria.com
Currently working on Slayaway Camp - www.slayawaycamp.com
B
27
S
8
G
3
Posts: 384
Reputation: 5,020

Post » Sun Oct 26, 2014 9:29 am

3991 events :) and i try very hard to optimize the events
B
23
S
6
G
3
Posts: 316
Reputation: 3,461

Post » Sun Oct 26, 2014 9:30 am

@80bit
btw your games looks gorgeous

will be buying as soon i can XD
B
23
S
6
G
3
Posts: 316
Reputation: 3,461

Post » Sun Oct 26, 2014 10:23 am

I never went above 400 events for any of my projects, and the times I did, there was clearly room for lowering the amount of uneeded events, and like 10 to 20 percent of them were functions, as I am trying to never have useless repetitions.

I kind of wonder how you can do to have as much as 5000 events without hardcoding everything. .-.
Game design is all about decomposing the core of your game so it becomes simple instructions.
B
53
S
22
G
18
Posts: 2,122
Reputation: 17,123

Post » Sun Oct 26, 2014 3:04 pm

Lots of events isn't an issue... as long as those events don't bog down the system.
One thing to think about is that the more events you have the harder debugging will be.
I find functions to be quite annoying as they can be stuck anywhere, and....

Yeah its kinda like that.
Image ImageImage
B
169
S
50
G
173
Posts: 8,316
Reputation: 110,276

Post » Sun Oct 26, 2014 3:09 pm

366 events for a Metroidvania rpg platformer but I got a good bunch of the gameplay mechanics done.
I tried to optimize the most I can for debugging purposes and to avoid too much complexity when finding errors.
B
43
S
12
G
14
Posts: 488
Reputation: 10,570

Post » Sun Oct 26, 2014 4:22 pm

Lunatrap wrote:@80bit
btw your games looks gorgeous

will be buying as soon i can XD


Thank you so much!! <3

One thing that is ballooning the events in my project is the message system. since the messages are able to be continued when you push the 'next button' so there's a 'if message_id = X display Y' part that takes up a few events.
Made Cosmochoria - www.cosmochoria.com
Currently working on Slayaway Camp - www.slayawaycamp.com
B
27
S
8
G
3
Posts: 384
Reputation: 5,020

Post » Sun Oct 26, 2014 5:29 pm

all of my games have under 100 events or slightly above, but they are all small games
B
38
S
11
G
5
Posts: 485
Reputation: 5,340

Post » Sun Oct 26, 2014 6:18 pm

783 for my current project...will probably end up with ~1000 when I'm all done(ish).
Don't lose your work. Backup your game with Dropbox.
B
44
S
10
G
10
Posts: 1,106
Reputation: 9,202

Post » Mon Oct 27, 2014 5:37 am

I think Courier is around 3,000 events. A lot of it it's due to dialogue since what the npc's say is relatively context-sensitive. The actual actions for the dialogue are all functions, but narrowing down which message should come out takes a decent count. Interactive music does the same thing. Functions to actually play the cues, but sub events to decide what comes next.
B
103
S
38
G
19
Posts: 962
Reputation: 17,996

PreviousNext

Return to Construct 2 General

Who is online

Users browsing this forum: No registered users and 14 guests