> Well, you'd need quite a bit of Construct know-how to pull a stable large project.
This a thousand times. We're on our fourth rewrite of our most ambitious project so far and we've narrowed the scope every iteration but finally we're starting to get the results we want. Some plugins can cause crippling flaws that can end the development in an instant but as long as you separate your test builds from your actual project builds you're on a safe territory.
Thanks mate. It's always good to know that some issues are plug-in related and can be isolated.
[quote:1akj67u0]Experiment experiment experiment and make separate test builds, figure out a good development cycle and you'll be able to get the most out of Construct. You'll quickly notice that working with a team might become complicated because of the nature of the binary project files so I encourage you to get Dropbox or a proper piece of project management software to dodge that issue.
Oh, perhaps I forgot to say that I do have a extended background on games. I worked for many companies and as a team we worked on many projects already on different programming languages. Thanks for your spot on tips.
I'm working on what's probably one of the biggest construct projects out there - a sort of 'mini' RPG with almost 500 objects, thousands of animation frames and 10,000 events, and it is possible. The main problem I'm encountering is working with animations at this point - for some reason I can't track down the IDE is sometimes crashing after working with them for a bit. All I can tell is it has something to do with either how many objects I have, how many animations/animation frames I have, or both.
Even then, I wouldn't call my game a big project - more of a medium sized one. I suppose it depends what you define as a big project, though, what did you have in mind?
Regardless, I echo what's been said here and recommend waiting for C2 to start a large project if you can. It can be frustrating at times working around Construct Classic's flaws.
Thanks for sharing you experience. My idea for a game is a 2D, 2.5D one, platformer. I can't share ideas for known reasons but it would be a Braid-like and would have some complex features that would need many objects and complex programming. But would be 'big' in terms of development time, features, people involved, etc.
The problem is not the complex programming, but knowing if for Construct related issues, an obscure bug may appear that could cause us a drawback.
Perhaps a little scared, but your experiences bring some relief. Thanks everyone for the comments. More experiences would be highly apreciated.