The Power of Construct Classic?

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  • its there any issues or problems when your project cap reach like, 700 mb/ 1GB or so?

    i didn't see any large project and i'm making one big project with persistent world and hand draw images. so i'm asking if construct classic can handle large projects without crash?

    You'll have to do some resource management, loading external resources, etc. I'm afraid. It just wasn't built to do that, then again there are no programs out there that large for the same reason.

  • hmm thanks newt :)

  • I can't even use my latest project beuase of the lag. Ver sad.

  • can't you just package the direct x install so it does work?

  • I can't even use my latest project beuase of the lag. Ver sad.

    The zombie one? Ah that sucks! Your game was looking awesome =[

  • I can't even use my latest project beuase of the lag. Ver sad.

    You need a way to optimize the visible resources you are using. If everything is being constantly loaded into memory and stays there, then any game will bog down :)

    ~Sol

  • I can't even use my latest project beuase of the lag. Ver sad.

    I might have found a solution to this. You can use a .Cap file for each level(for multi-level games), see this thread for more details.

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  • You're 23409712490 times better off just making your own level editor, to keep levels external. That way you can have all of them in a single layout; no lag.

  • You're 23409712490 times better off just making your own level editor, to keep levels external. That way you can have all of them in a single layout; no lag.

    Don't even need a level editor, just a method of saving and loading them. You can use Construct Classic's editor to handle positioning and sizing of each object, then have an "On start of layout" event which saves all the positions to the file.

    This method is probably best for in-house level editing however, as it's faster but not so user-friendly since the players would need to learn to use Construct.

    > I can't even use my latest project beuase of the lag. Ver sad.

    You need a way to optimize the visible resources you are using. If everything is being constantly loaded into memory and stays there, then any game will bog down :)

    ~Sol

    I think he means that he can't open his game for editing anymore Soldjah D=

  • I think he means that he can't open his game for editing anymore Soldjah D=

    Okay, this kind of scared me. I was told from the C2 forum to use CC for my game, because weird enough, C2 it doesn't have an EXE export and the plans for it are so far away that I don't know if it ever will and I want my game as an EXE, cos of the nature of it. JRPG style, "World Map" layout (quite big...), many locations, many menus, battle system layout... you get the idea. After seeing things like this, I just get kind of scared to start anything. A game like this, deep in dev., you cannot just simply happily start it over.

    EDIT: Game is 2D of course.

  • That's why you make a new version every day. Sometimes more than one per day. I've got hundreds of old versions, and I've needed to use them a few times. Using this method, if the .cap gets messed up, it's only a day's lost work. Hard drive space is plentiful and cheap - use it.

    Making an RPG in CC myself though, I really, really recommend you use C2. Faster compile times, easier code reusability, more platforms to export to, less bugs and quirks to work around, better workflow, and by the time you manage to finish it, there's a good chance a native EXE exporter will have been out for a while since RPGs take so long to make. If scirra doesn't make a native EXE exporter, someone else will.

  • That's why you make a new version every day. Sometimes more than one per day. I've got hundreds of old versions, and I've needed to use them a few times. Using this method, if the .cap gets messed up, it's only a day's lost work. Hard drive space is plentiful and cheap - use it.

    Making an RPG in CC myself though, I really, really recommend you use C2. Faster compile times, easier code reusability, more platforms to export to, less bugs and quirks to work around, better workflow, and by the time you manage to finish it, there's a good chance a native EXE exporter will have been out for a while since RPGs take so long to make. If scirra doesn't make a native EXE exporter, someone else will.

    Arima: I see, so yer opinion is that I go ahead and use C2... I do like C2 a lot. If anything I find it more intuitive? plus I feel more confident using it, since I have been following it since its birth. I just did not know if would be able to handle a JRPG. I have been to yer site a few times and looked around, yer game looks so nice. Hope you finish it sometime, and thank you.

  • I wouldn't say they're graphically inferior; they're completely different types of graphics.

    And yes.Construct Classic have no limits in grafics 2d ,why i say that, bcaz layers ,for example ,import a full hd video layers from a adobe after effects in a sprite, the graphic from this engine depends on how good you ar not the engine <img src="smileys/smiley1.gif" border="0" align="middle">

    small video about the grafics

  • Personaly i think its a pile of sh*t, you cant even incorporate simple commands, all i wanna do is move a sprite 360 and rotate 360 on a second controller and there's no script for it !

  • Personaly i think its a pile of sh*t, you cant even incorporate simple commands, all i wanna do is move a sprite 360 and rotate 360 on a second controller and there's no script for it !

    Im sure someone here would help figure out how to do what you want, but your description is lacking.

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