What kind of games are people making with Construct 2?

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  • Ahh i am a huge fan of pokemon and yugioh as well. I hope all goes well with the logic, i can imagine it gets complicated having all the variables of leveling up and getting stronger.

    Well, in ccg or tcg, having a level is meaningless and it is just an indicator of progress/experience, and actually it is an easy part.

    Keeping track of current instance value of current active cards is the hard part, and creating a dynamic special skill system is so far the hardest of them all. Having 300 event just under a single function is extremely difficult to control, but through patience I believe I'll get them right at some point.

    My gameplay is just too different from traditional yugioh, pokemontcg, mtg and current trending ccg/tcg gameplay, I think one of the reason of the difficulties understanding my own mechanic .

  • > Ahh i am a huge fan of pokemon and yugioh as well. I hope all goes well with the logic, i can imagine it gets complicated having all the variables of leveling up and getting stronger.

    >

    Well, in ccg or tcg, having a level is meaningless and it is just an indicator of progress/experience, and actually it is an easy part.

    Keeping track of current instance value of current active cards is the hard part, and creating a dynamic special skill system is so far the hardest of them all. Having 300 event just under a single function is extremely difficult to control, but through patience I believe I'll get them right at some point.

    My gameplay is just too different from traditional yugioh, pokemontcg, mtg and current trending ccg/tcg gameplay, I think one of the reason of the difficulties understanding my own mechanic .

    300 event under a single function?

    Sounds like there is room for improvement there...

    when done right, it should be pretty easy to understand the mechanics

  • 300 event under a single function?

    Sounds like there is room for improvement there...

    when done right, it should be pretty easy to understand the mechanics

    Nope, in fact I'm closing in into perfection. It's a combination of procedural filteration, array manipulation and producing meaningful multiplayer.message by the end of it to be decoded on client side. I can easily create new skill just by modifying my csv, without programming new skill. It's like creating a "plugin" for card's special skill. I think it is more accurate if I call it engine for special skill.

  • > 300 event under a single function?

    >

    > Sounds like there is room for improvement there...

    > when done right, it should be pretty easy to understand the mechanics

    >

    Nope, in fact I'm closing in into perfection. It's a combination of procedural filteration, array manipulation and producing meaningful multiplayer.message by the end of it to be decoded on client side. I can easily create new skill just by modifying my csv, without programming new skill. It's like creating a "plugin" for card's special skill. I think it is more accurate if I call it engine for special skill.

    I misunderstood then. If that is the case, that is awesome!

  • I think the only real kind of game C2 would struggle with would be "non-WYSIWYG" gameplay.

    For example, and to illustrate what I mean, a dungeon crawler. Not a rogue-like, but an old-style fake-3D dungeon crawler (Dungeon Master, Black Crypt, Anvil of Dawn, etc.)

    Graphics resources are only 2D sprites, the environment and the movement are tile-based, etc. but the problem comes from the fact that what the user sees is not what you edit when you create the game.

    The entire level design is a 2D top-down maze, but that's not how you play the game. All the data and game logic is handled in memory, and what is presented to the user is just a different representation of the world.

    This can be programmed very easily, but tools like C2 are designed to let you play what you design. I'm not saying creating a dungeon crawler with C2 is not possible, but it would be clunky and sub-optimal in terms of productivity.

    That applies to every genre that relies heavily on data management behind the scene. Everything else should be a good candidate for C2 or similar tools.

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  • I seem to make random style of games. I concentrate on making apps which can be released on mobile phone which makes it more of a challenge.

    Currently I have 4 apps on google play and one in the making. I seem to have a short attention span and hence having several games on the go. Monkey dodge ball was just my first app to get used to construct 2 and test releasing on mobile platform. Short mat bowls was taking it further and had the most work. Rush hour and soccer caps were experiments and I hope to continue these some day. 2D Bmx is my latest interest!

    1) Monkey Dodge Ball - Touch screen arcade game. Move the monkey and avoid the balls

    2) Short Mat Bowls Touch (Lite and Full) - Sports game. Roll your balls closer to the jack to win. (Works online)

    3) Rush Hour - Arcade puzzle game. Manage traffic lights to stops traffic games going off the screen

    4) Soccer CAPs - Tactical football game. Inspired when the world cup was.

    5) 2D BMX - Side scrolling physics bmx game.

    I have some other ideas but am trying to finish the ones I have started for now!!! (I have a beta touch screen skate boarding game, kaluki scoring app, isometric racing game attempt among other things!)

  • Metroidvania is really a genre that is in the spotlight these days

    I'd be a genre started by Super Metroid and later refined by Castlevania Symphony of the Night

    Basically a game where you explore a huge map and have to find items to advance to harder/advanced sections of the map

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