Straight question: Is Construct suitable for a big project?

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Post » Sat Jun 04, 2011 8:59 am

Hi guys,

First of all, I have to say that I am with love with the program. It is really easy to get and understand.

We are about to start a big commercial project and we are looking for some sort of 2D engine. We think that Construct could fulfill development needs at 99% but things I've reading about bugs, memory leaks, crashes and such makes me think otherwise.
We have not encountered any issues, but would be deadly if they appear later on, that is, on mid/final stages of development.

Questions are then if those problems were solved and if Construct Classic could be safetly used. Of course we will donate to support the software and we think that Construct 2 would come handy, but is not finished and we wish to start now.

Any honest reply would be highly appreciated. Many thanks in advance,
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Post » Sat Jun 04, 2011 10:02 am

Well, you'd need quite a bit of Construct know-how to pull a stable large project.
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Post » Sat Jun 04, 2011 10:13 am

Depends on the type of game you're making probably.
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Post » Sat Jun 04, 2011 10:42 am

[quote="Mipey":32a9ev5t]Well, you'd need quite a bit of Construct know-how to pull a stable large project.[/quote:32a9ev5t]
This a thousand times. We're on our fourth rewrite of our most ambitious project so far and we've narrowed the scope every iteration but finally we're starting to get the results we want. Some plugins can cause crippling flaws that can end the development in an instant but as long as you separate your test builds from your actual project builds you're on a safe territory.

Experiment experiment experiment and make separate test builds, figure out a good development cycle and you'll be able to get the most out of Construct. You'll quickly notice that working with a team might become complicated because of the nature of the binary project files so I encourage you to get Dropbox or a proper piece of project management software to dodge that issue.

Edit: fixed a minor typo
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Post » Sat Jun 04, 2011 12:52 pm

It's possible, but it won't be easy.

Personally I'm working on smaller stuff for now, with my big project on hold until C2 is usable.
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Post » Sat Jun 04, 2011 1:14 pm

Construct Classic has its flaws. Construct 2 is being designed to fix them - not just bugs, but things like collaboration. Working on Construct 2 projects in teams should be much, much easier - Classic uses a big single binary file which is impossible to merge, but C2 uses project folders with XML files that can be merged, versioned on SVN and so on.

I don't want to annoy the Classic developers but I personally would recommend waiting for C2 to come to some level of maturity before starting a large project. Alternatively, scale down your project for Classic - you might run in to difficulties with a large project.
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Post » Sat Jun 04, 2011 2:58 pm

I'm working on what's probably one of the biggest construct projects out there - a sort of 'mini' RPG with almost 500 objects, thousands of animation frames and 10,000 events, and it is possible. The main problem I'm encountering is working with animations at this point - for some reason I can't track down the IDE is sometimes crashing after working with them for a bit. All I can tell is it has something to do with either how many objects I have, how many animations/animation frames I have, or both.

Even then, I wouldn't call my game a big project - more of a medium sized one. I suppose it depends what you define as a big project, though, what did you have in mind?

Regardless, I echo what's been said here and recommend waiting for C2 to start a large project if you can. It can be frustrating at times working around Construct Classic's flaws.
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Post » Sat Jun 04, 2011 8:01 pm

[quote="Zotged":1akj67u0][quote="Mipey":1akj67u0]Well, you'd need quite a bit of Construct know-how to pull a stable large project.[/quote:1akj67u0]
This a thousand times. We're on our fourth rewrite of our most ambitious project so far and we've narrowed the scope every iteration but finally we're starting to get the results we want. Some plugins can cause crippling flaws that can end the development in an instant but as long as you separate your test builds from your actual project builds you're on a safe territory.
[/quote:1akj67u0]

Thanks mate. It's always good to know that some issues are plug-in related and can be isolated.

[quote:1akj67u0]Experiment experiment experiment and make separate test builds, figure out a good development cycle and you'll be able to get the most out of Construct. You'll quickly notice that working with a team might become complicated because of the nature of the binary project files so I encourage you to get Dropbox or a proper piece of project management software to dodge that issue.[/quote:1akj67u0]

Oh, perhaps I forgot to say that I do have a extended background on games. I worked for many companies and as a team we worked on many projects already on different programming languages. Thanks for your spot on tips.

[quote="Arima":1akj67u0]I'm working on what's probably one of the biggest construct projects out there - a sort of 'mini' RPG with almost 500 objects, thousands of animation frames and 10,000 events, and it is possible. The main problem I'm encountering is working with animations at this point - for some reason I can't track down the IDE is sometimes crashing after working with them for a bit. All I can tell is it has something to do with either how many objects I have, how many animations/animation frames I have, or both.

Even then, I wouldn't call my game a big project - more of a medium sized one. I suppose it depends what you define as a big project, though, what did you have in mind?

Regardless, I echo what's been said here and recommend waiting for C2 to start a large project if you can. It can be frustrating at times working around Construct Classic's flaws.[/quote:1akj67u0]

Thanks for sharing you experience. My idea for a game is a 2D, 2.5D one, platformer. I can't share ideas for known reasons but it would be a Braid-like and would have some complex features that would need many objects and complex programming. But would be 'big' in terms of development time, features, people involved, etc.
The problem is not the complex programming, but knowing if for Construct related issues, an obscure bug may appear that could cause us a drawback.

Perhaps a little scared, but your experiences bring some relief. Thanks everyone for the comments. More experiences would be highly apreciated. :)
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Post » Sat Jun 04, 2011 8:57 pm

I'd say it's definitely possible to create large games in Construct. However, I'd suggest spending good time on a smaller project first to figure out what works and what doesn't. I used to get a lot of crashes and find bugs and stuff, but over time I've learned how to avoid them. Construct hasn't crashed for me once on my latest projects :)
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Post » Sat Jun 04, 2011 9:05 pm

I think the biggest issues out there now are resource management with hwa, knowing the workarounds for "features", and the less than obvious issues DirectX 9 brings.

A platformer, shouldn't be a big deal, but 2.5d on the other hand....
Well that's more of a complexity issue rather than ability. There is actually quite a lot of built in functionality for that, parallax layers, z height, z index, etc.
I would suggest figuring out what would be the hardest thing to implement, and testing that out first. That should give you a hint as to whether Construct is for you.
Then the forum is always pretty helpful for specific stuff that might evade you.
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