Mystwalker's Recent Forum Activity

  • 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.

  • Well, yes. But this wasn't the icon, it was the File menu, where you Open, Save, Export, etc..? I don't think I've used an application that closed by double clicking the file menu?

  • I double clicked on the "File" menu at the top left and C2 closed... I dunno if this intentionally intended or it's an over looked bug. Did it several times, it just closes.

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  • Using that logic, you could say that making a game in C2 is not actual game-making, because you are using code someone else made.

    Not quite. The same could be said about all high level and OOP languages with yer logic then. Just for an example, C2 did NOT make a main menu system for me, that logic is up to me, and believe me, is not a easy task to make a RPG main menu. Side view battle system, C2 did not do this for me, it offered me a great canvas to work with, not the logic itself. Both these elements, are two of the hardest to code you will come across.

    Like I said before; I am not against the market place itself, since I understand art is not something you can just learn. I know this, I have tried to make sprites for characters and for me is no use, I just do not have it in me, all else I can do. How I feel against templates is personal I guess, I just do not like it and do not condone it. But as long as this does not ruin this place, I could ignore it.

  • So why is there an issue with using a template? Myself, I think it's a brilliant idea.

    Actually I was talking about CREATING a game, using a TOOL. This...:

    I just came from the Mac Gamesalad forums where you can buy templates for a few dollars and then just change the graphics, add levels, music etc.

    ...is not game making, someone else made the game for you, you are just editing it. The logic isn't yers, it's someone else's, sort of like reverse engineering a ROM of a game with a tool for such purpose. I'm against it, on a personal level, of course. But as long as this does not affect the support of the forums, I do not care. By making this a reality, I suppose I envisioned restrictions being put into motion on the forums. Like, they could restrict us on posting certain examples and such, so people will buy them instead. Plain and simple, that would really stink.

  • Trevor10: Not everybody has the time and resources to learn a programming language and put up with all the complications that arise from such practice. The first approach I think everybody has, is to learn some language, I did this at first, but life throws things at you that are more important than learning a language, so people think you are something else cos you prefer to type more than clicking.

    In the end, all that matters is the logic behind the game. Logic is still logic, whether you use super-ultra-cool C++, MMF, GM, RM, CC, or C2.

  • Buying art and such does not sound like a bad idea. Game templates and code, it's little too much for my taste. I for one, can do everything - EXCEPT - character sprites. This has been my issue for ever, I just cannot sprite that kinda stuff, it's a talent that I will never learn. I could benefit from sprites, spriters or sprite editors (people). Of course, there's also the issue of pricing, I don't like to be ripped off.

  • What is this madness?

  • SoldjahBoy: Reading this, it shouldn't be a problem. I do not plan on: Music and Sound FXs embedded. Sprites yes, and lay out elements too. These should not take up much space. I am not trying to make 3D here either, just 2D. The heaviest resources will be external anyway. I do not think it should be a problem?

  • I'd just like to point out that there's no such thing as a gig game.

    Anything that big would have an exe that's some mere megabytes, and the rest is resources.

    newt, this is the truth. What Ashley said about CC, that a 1GB game is too much, I dunno what he was referring to. I remember in my RPG Maker 2k3 days, I've made a 550MB game, and as primitive as RM2k3 is, didn't seem to have a problem. This game also had 120 layouts.

    The truth is that my game is big, because of the resources. I mean, music are the heaviest resources in the game, for the most part, some images might be big, but I plan to not make them to so, if possible. Sound FXs, there's gonna be a lot. Sprites do not weight anything significant. Sure, the game has a lot layouts, I dunno how this affects the performance of CC or C2. If you look at the right of This menu, all of those options, except for "Quit" and "Back", are all different layouts, in this menu alone there's 9. And maybe more layouts, INSIDE the options, but I'm not sure. Other than resources, what else can impact the size of a game, so greatly, that it is too much for CC or C2? Can layouts weight a game down?

  • Not to sound like an arse, but what I read in many of these comments basically sounds like: "This 20 pound product better let me make my epic AAA product to be sold on Steam, dammit! Also, yesterday!".

    Just to inform you: My "product" is not AAA and it's free. It's just a big JRPG, that will weight quite a bit. I expect it to hit the 1GB mark, but not sure.

    I have never talked down on C2, there's a reason I want to work with it, and that reason sure as hell is NOT that it sucks, even if it's only good for web games. But since it doesn't have an EXE exporter, then I cannot. Simple, no mystery.

    The main reason anyone says that it's not good for big projects, is because it can have it's drawback if you lack experience with it.

    You are more or less going to run into some problem or another, usually with the way something works (or doesn't work) and have to find creative ways around the problem. It is nearly always possible, and more often than not there are people here to help.

    I guess, be prepared to do a little learning with regards to "what not to do", and you can really make anything.

    Ideally start small, then see what can be accomplished. Maybe using CC as a learning platform may not be such a bad idea, since C2 works more-or-less the same way... it won't be "wasted training".

    I suppose it wouldn't hurt to give it a try. It's just I am undecided if I should use CC or wait for something that may never come.

  • In none of their communication has Scirra said that there would definetely be an EXE exporter.

    I guess a lot of us misunderstood.

    You give the example of PES and then "shoot" on casual gaming as being narrowing in audience size?

    I never said one audience is bigger than the other, I said it's a good thing to have both. Both are big audiences, and as yer post further proved it, very different from each other.

    If you want to make EXE games, then you should be using Construct Classic, especially at this point in time.

    If it comes down to it, I am gonna have to, or just simply give up. The reason why I haven't tried CC, is cos I have heard in several places, that is not good with big projects. If someone could shed some light on this it would be great. Also, what are the differences between one and the other, besides the obvious (CC and C2)? As of this moment, I am at a loss on what to do.

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Mystwalker

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