I have been making this game about 8 months and now should make the decision if I should continue whit Classic. This game is relying heavily on external files. But there is no problem to make it again in C2 if it is possible.
I try to explain a little bit how it works.
<img src="http://dl.dropbox.com/u/104893773/screen7.jpg" border="0" />
Quick look at C2 and I think ragdolls could be maybe even easyer to do whit it. But don't know about the bone animation options. Now was it that Spriter exports animations only to one sprite and there is no option to animate separate sprites as a whole. What I mean is...
<img src="https://dl.dropbox.com/u/104893773/screen8.jpg" border="0" />
As in this picture boots are changing texture only on lower legs (4 sprites). Importing pictures from a file. Inventory items and character data is stored on external array file. What about layout object or similar. I now use it in inventory screen. Also I was planning minimap to work similarly.
<img src="https://dl.dropbox.com/u/104893773/screen9.jpg" border="0" />
Here is an example of the object editor. Enemy and items data are external array files and loaded when spawned.
<img src="https://dl.dropbox.com/u/104893773/screen10.jpg" border="0" />
Level editor is saving maps to an ini file. Like gfx sprites, enemy spawners, waypoints, collision objects, local sound objects, effects, containers etc. Like this...
[objectcount]
terrainsprite=224
terrainsolid=26
terrainplatform=5
waypoint=4
enemyspawner=20
[properties]
width=6000
height=2000
[textures]
8=kivitiili.png
7=puu testi3.png
6=black.png
5=tausta_01.png
4=ground.png
3=dirtwall_01.png
2=brick.png
1=dirt_01.png
[terrainsprite1]
texture=dirtwall_01.png
posx=613
posy=897
angle=34
height=222
width=250
layer=4
[terrainsprite2]
texture=dirtwall_01.png
posx=691
posy=702
angle=43
height=208
width=177
layer=3
...
Maybe I could use these same editors whit C2.
My machine can run about 50 enemies on the screen before FPS drops below 60. (i5-3570K CPU 3.40GHz Nvidia GTX 560 Ti TOP 8 GB RAM) It would be good to have at least 10 whit lower end machines (would be about max number if not "pulling" all the enemies on the map). AI is taking some of the power because it's not totally brainless. There is some randomness but it can use an attack opportunity. Meaning if player blocks it can try to pass that example when it's detector is not colliding whit player weapon. And some other basic stuff.
I was hoping to support older computers as well like including support for even 640x480 resolutions. What I heard this could be a little downside in C2. Also there is now about 800 events. That would be at least double on the final game, but don't really know how much and if it is really an issue.
Ok maybe that gives some basic understanding what I am trying to do. I abologise about the language not native english speaker so please ask if something is't clear.
So if you are interested about helping me in the decision that would be really nice. Would like to hear something before continuing this hopefully not too big project of mine <img src="smileys/smiley4.gif" border="0" align="middle" />
Thanks!