How suitable is Construct for this project?

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  • Long story short:

    -2D platformer with very similar physics to Sonic the Hedgehog. Ideally, start out with a pre-constructed Sonic-style engine as the 'base', then expand/add some tricks for the player to use from there.

    -Lots of curvy, loopy levels -- very little in the way of square blocks or running along straight-line surfaces.

    -Large, non-linear world (a-la super metroid). Ideally, a seamless one -- where the game isn't separated into particular 'chunks' or levels, but the engine knows it can unload whatever's far enough offscreen so the game doesn't make the system chug.

    From what I hear, something like Game Maker has me covered on all except the final point -- people have already made fairly good Sonic-the-Hedgehog-esque platformer physics engines for it, and it isn't expecting your level map to be composed of squares, but it likes it if you split things into 'level'-sized chunks, and if you don't it doesn't handle that well.

    I'm wondering if Construct would be a better choice? My goal is to be able to jump in and prototype/world-build extensively without much in the way of custom coding/scripting on my part, and then once I've got a meaty game going, bring in / hire people for music/graphics/any necessary coding.

  • http://www.scirra.com/forum/viewtopic.php?f=2&t=8453

    Go to the link above and decide for yourself.Construct is a very powerful app but it's still in beta form which means it's not perfect.Im not saying that it cannot be done but like i said the choice is yours.Game maker is an exellent app but it's a bit too slow in the performance department.

    Multi Media Fusion 2 dev is another great and stable games creation app you could use ,But it's quite expensive.My advice is test Construct and see if it works for you.Imo i would still use the good old coding like c+ and c++ if i am going to create a game which suits my needs.

    Personally, Im waiting until Construct 2 arrives.In the meantime i will be using CS as a testing ground for my game ideas.

    But this is only my personal view of Construct.Hope that helps

  • c+?

    As long as your creative and have some decent math and logic abilities making a sonic type engine in construct is 100% possible, and it'll probably be a lot easier than if you tried to do it in game maker.

    It's not easy, but it's completely possible. construct isn't going to limit you, but your abilities might, as would be true with any language, game making program etc.

    IMO construct would be best suited.

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  • I'm sorry, but neither of you replies are really telling me what I need to know.

    -How well does C99/C2 handle having a game take place on a single incredibly large, non-linear 'playfield' rather than having it chunked up into levels?

    -How well does C99/C2 handle a playfield that isn't easily broken down into squares/rectangles?

    -How is making a Sonic-type engine easier in Construct than in MMF2/Game Maker 8.1, if both of those systems already have full-featured, free-to-use Sonic-type engines available for use?

    As for coding -- Once I've got most of the worldbuilding work done, I see no problem in hiring coders to finish off the parts I can't handle myself.

  • On a scale of 1 to 10, 10 being an experienced developer in Construct.

    I'd say in terms of making a working "Sonic" engine it's at least a seven.

    2 points for large non tiled, non linear levels, and 5 for the physics, and game play aspects.

    Probably a few bonus points for the fact that your looking at "eventing" most of the engine, as there is no specific behavior that handles all aspects.

    I think we have at least one person who's close to completion, if not there already.

    He's been at it part time, about 2 years, short story ... long

    So yes its doable, and the process is quite enjoyable, but its far from "easy button".

  • [quote:8n61c3k8]-How well does C99/C2 handle having a game take place on a single incredibly large, non-linear 'playfield' rather than having it chunked up into levels?

    They can handle it but like any other game creator the performance may bog down if there are too many objects at one time. A solution would be to destroy objects far from the screen, and create them as they get close, thus reducing the total objects to be processed at any given time. It would be a similar solution for most if not all other game creation programs, as it would be pretty game specific.

    [quote:8n61c3k8]-How well does C99/C2 handle a playfield that isn't easily broken down into squares/rectangles?

    They should do fine, objects can be positioned anywhere and be of any shape, they aren't restricted to a grid.

    [quote:8n61c3k8]-How is making a Sonic-type engine easier in Construct than in MMF2/Game Maker 8.1, if both of those systems already have full-featured, free-to-use Sonic-type engines available for use?

    The process is basically the same, but I've found Construct to be much easier to code with than MMF or Gamemaker, both of which I have tried in the past. If you haven't done so already I recommend doing some tests in all 3 programs (MMF,Gamemaker and Construct) and make your own determination which is easier to use.

  • Hmm... it sounds like if MMF2 can do the game as one large, seamless playfield, having the engine entirely pre-built and ready to use would outweigh the advantages of Construct?

  • Hmm... it sounds like if MMF2 can do the game as one large, seamless playfield, having the engine entirely pre-built and ready to use would outweigh the advantages of Construct?

    MMF is going to have problems with that too. Rojo's suggestions are good ones.

  • Televangelist

    I'm currently making a 2d Adventure game, & it's near 450 MB big, & it runs VERY ... VERY may i say that again VERY stable

    Many ppl don't think construct can pull of an big project, they are very worng, it's ONE of the most best game engines out there, 'Regard 2D"

    Hope it helps

    Dewaldt

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