CC or C2 for big action platformer rpg

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  • 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!

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  • I would absolutely recommend using C2. There is the small issue of a bit worse performance, but the added benefit of mac export, linux export, constant development and helpful community, along with the lack of bugs that were present in CC makes it the bet choice.

  • That is where I am leaning towards. If classic is now kind of dying and this would take at least next 2+ years. I can see myself alone whit that in somepoint whitout any real knowledge of making plugins for myself or any other help <img src="smileys/smiley19.gif" border="0" align="middle" /> . And there is a risk it bean obsolete in the pont it is finally finished. So if everything it now has are doable in C2 I think I know how to continue. Thanks for the reply sqiddster <img src="smileys/smiley32.gif" border="0" align="middle" />

  • I'd advise you to finish this on Construct Classic, then moving on to a new project on Construct 2.

    Read this: makegames.tumblr.com/day/2010/09/17

  • What percentage of the game have you completed?

  • Hard to say. Some basic mechanics are in place. Part of this development time has been getting used to construct after MMF. There is still lot to do like classes skills etc... Just got drawing tablet and those seen here are first practise graphics. Ok maybe less than 5%

  • Really even if I said there is no problem starting it again there is of course always a risk that it goes like Duke nukem forever <img src="smileys/smiley11.gif" border="0" align="middle" /> Anyway I think it is still quite barebones and even if I think I could do it much faster next time there is still new thigs to learn. It is not easy to make game this size by yourself <img src="smileys/smiley1.gif" border="0" align="middle" />

    There dont seem to be debugger in C2. If not essential it is really usefull when there is lot going on.

  • First thanks for all responses! I think the reason for this was I have some problems whit unique sprite plugin an VRAM issue (think I can solve it in some point. I have the source code just have to learn how to compile it after small change) anyway did have some time to think how I should proceed and I think classic can do the job. Picture editor isn't a big problem for me, basically just a place holder. Biggest downside would be that it is windows exclusive. Just hopefully it doesn't blow to my face. If I would start now C2 would be the choice and there is still so many more game ideas (orion meets X-COM and battleship forever <img src="smileys/smiley3.gif" border="0" align="middle" /> )and some smaller things :) guess I just don't have unlimited time whit one project. Let's see where this goes.

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