Can I do this with C2?

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  • Hello everyone!

    I'm working on a game right now which will be a Metroidvania type of game when finished. I just need to know if this is possible with C2? Think of Castlevania, Illusia, Maplestory and such.

    Array limitations? I read something about limitations to arrays etc. with C2 and I don't know if this is true. In that case, I've a problem because I want equipment to be a big part of my game (swords, gems, footwear, helms etc.). There won't be any looting though (bunch of different items you can sell).

    Clay.IO will be used for achievements, leaderboard, possibly microtransactions, social integration, ditribution and data storage.

    Graphics: I will create simple graphics like in Maplestory/Aquaria. Any good tutorials to show me how levels like that can be made efficiently? I know that I need to create reusable art-assets such as sprites and tiles to increase performance, but I'm finding it hard to imagine how I would separate my artwork and reuse it in my levels without it looking repetitive and flat. I'm aware that you can rotate, resize and reflect etc. artwork inside C2 though, so that will help a bit!

    Levels and bosses:

    The size of the levels will vary, but may get as big as in Castlevania. I was thinking of having something like 10 main bosses or something and a few side bosses.

    Customization: There will naturally be levels, stats and skills as well, but no class-system.

    Visible Equipment

    Is it difficult to display the current equipment on the player?

    I imagine you'd have to create a whole bunch of sprites.


    There will be Tool Dealers, Blacksmiths etc.

    I realise that this will be no easy task for a beginner like me, but I'm willing to kill off features and put in a lot of work on this project.

    I'm really grateful for any answers and I love the C2 forum! <img src="smileys/smiley1.gif" border="0" align="middle" />

    I don't want to give away too much information, but just ask if you'd like more details about the project.

  • Sounds like you're working your way to an early grave, friend.

  • If all of these are well-thinked, It'll be possible, but as Tokinsom said, if you aren't an experimented user, you will not be able to do well unfortunatelly, experiment more with the program, with easier projects.

  • I've followed all the basic tutorials and the platformer video-series made by Kyatric and French Yann plus that I've past experience with programming, so I'm not a total noob, but I get what you guys are saying and I've been thinking about it myself.

    It's just that I really burn for this project compared to simpler concepts that I've thought of.

    I may cut down on the RPG features though as they will take a lot of time to implement. Features will be killed off as I start prototyping the game. Then I will see how much time certain features will take and how much I'm willing to do/learn.

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  • It's possible. I did some of these things in my game, but my game was much smaller scope and still took over a year to finish.

  • Nice! Is it Angvik you refer to?

    I'm now convinced that I will cut down on a lot of features though!

  • Thats pretty hard to achieve I think. Anyway if you are looking for a quick way to make levels, then my tutorial might help:

    Just download the .capx and make it suitable for your needs.

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