Construct 2 Possibilities

  • Hi!

    I've been using C2 for almost a year and so far its great.

    But I have some fears about what are the possibilities of it:

    To make it short, I would like to know how large a project can be.

    Presently, I use up to 10-12 frames of animations with sprites of 32x64 scaled 3X and using just pixel art. My project is a metroidvania so a few powerups, armors etc. So technically, heavy on the animation side.

    Will I meet problems along the route?

    Thanks in advance and dont hesitate to let me know if more info is needed.

  • From the sound of things, you're working with relatively small sprites, so I wouldn't expect any issues.

  • animations are not really a problem. you can have them a million they are pretty cheap to work with.

    for example using particles for explosion is way more expensive on your CPU / GPU then animated effect of the same explosion. the only difference is that particles are random and look different every time, and animated explosion looks always the same.

  • You shouldn't run into any problems based on the information you've given. Construct 2 was designed to handle large projects as well. If you're still concerned, try making a performance test project from your assets (spawn tons of them with tons of animations, use particles, etc..) and see how far you can go.

  • i have construct2 212-2 version at home. my son developed project on it but scool has 212-0 . He is not able to open it there. How to convert 212-2 project in 212-0

  • vibhavjaripatke

    i have construct2 212-2 version at home. my son developed project on it but scool has 212-0 . He is not able to open it there. How to convert 212-2 project in 212-0

    This is the wrong place for this question.

    Easiest thing to do is to get the school to update - many bugs have been fixed since 212.

  • i have construct2 212-2 version at home. my son developed project on it but scool has 212-0 . He is not able to open it there. How to convert 212-2 project in 212-0

    Save your project as a folder and open up the .caproj file for editing (for ex. with Notepad). Then find the following line:

    <saved-with-version>21202</saved-with-version>

    Replace the version number to the desired one. Save and it should work.

    Not however that this is only a workaround, the better solution would be to take zenox98 's advice and get the school to update.

  • r212 was broken. That's why Ashley quickly released the .2 update.

    Reverting to a broken version is just ridiculous.

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  • Presently, I use up to 10-12 frames of animations with sprites of 32x64 scaled 3X and using just pixel art. My project is a metroidvania so a few powerups, armors etc. So technically, heavy on the animation side.

    Will I meet problems along the route?

    So, 96x192 roughly? Or did you mean 32x64 frames scaled up by the renderer? How many anim frames? What platforms? PC should be fine. Mobile might run into memory issues if you have a lot of frames.

  • 32x64 scaled in graphics editor to 96x192, Around 10-12 frames per animation with several animations. Also Ill be using different sets of ''armors'' for the character so that will multiply the amount of animations. Target platform is PC

    And thanks for all your anwers

  • FraktalZero I'm curious why you're scaling the images in a graphics editor instead of just scaling the sprite objects. If you're trying to maintain the clean pixel art look, you can always change your project's sampling mode to Point. Doing so would reduce image size to 1/9 what it currently is.

  • I tried that, but I had weird results with the player movement or rather the camera following the Player's movement, and since I didn't find any other viable solution, I opted for that instead. If there's a way, I would be more than happy to try it.

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