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Looking for a complex Construct game

  • Greets.

    Looking for a complex Construct game, could you show (a link to) some?

    Anything more complex than the "official" Demo and Tutorial games would be fine.

    They are great for teaching or as for their visuals, but gameplaywise not.

    Would need to see Construct's hard-core abilities, as until now it surprised me both with its great achievements and incomprehensible issues alike.

    Thanx. bye.

  • http://gamejolt.com/freeware/games/arca ... atch/3161/

    i think my game MEGA THUMB: DREAM MATCH is one of the more complicated construct games out there right now, if not the most.

    It makes use of the event engine and ONLY the event engine, with no custom plugins or even any "3D object"(s) to make a game with 3D graphics using only sprite mesh displacement. The animation system for the 3D stuff is made with events only and custom inverse kinematic stuff. The 3D rotations for cameras/objects/etc. are done using only events. on-top of that theres a built-in custom character editor which has its own 2D graphics editor,3D object manipulation and a complex array and raster image based save/load system.

    It's proof construct is super powerful, and that if you can imagine it, with enough work and skill you can do it, even if your only using events.

  • Neither are finished. Mine less so than arsonides, but:

    Procedurally generated animation, and procedural infinite universe generation, respectively

  • browse through the "post your screenshots" and "post your videos" threads and see all the goodness within.

  • State of the art, indeed.

    Thanx for your posts, these are appearantly stunning products, and must be using so hi-tech methods which I don't understand. Technically they must be very advanced, although their concept or content I don't really like, still.

    Embryo reminds me of "Shadow of the beast" (amiga) with its extreme nice, sci-fi movie-like appearance.

    Mega Thumb is so advanced in presentation, hats off, congrats on your creation.

    Procedurally generated infinite space realisation is also very appealing.

    These or similar ones are (going to be) really good promo products for Construct I think, which would be a wise thing if we wanna win against popular Game Maker.

    However, if there were games with less hi-tech effects but more enjoyable gameplay, reminding of the 8 or 16 bit era, that would be nice...

    ... commencing searching the forums...

  • My brother Davioware has a game that fits just that bill.

    http://gamejolt.com/freeware/games/plat ... limb/1459/

  • Yikes,

    Mr. Davioware's game was nearer to my mark, thanx.

    Anyway if someone finds any Construct thingy wich handles many sprites in a C-64/amiga: arcade/ shoot'em up fashion, that would be welcome !

    c64 games:

    amiga games:

  • With all due respect, if you want to promo an engine, you should be thinking in the now, not the 90's.

    Super Mario Bros., Megaman, Sonic the Hedgehog, Final Fantasy VI, Chrono Trigger, Earthworm Jim, and a whole lot more are definitely great games, and well-polished, but they are by no means advanced. Their AI was rudimentary, their gameplay was two-dimensional, their display was great for their time... but their time was 15-25 years ago. Games made with "8-bit" graphics (kind of a misnomer, really, since the SNES that they typically emulate was a 16-bit console) serve only as nostalgia anymore and are part of the reason nobody takes 2D games seriously. Again, doesn't mean they're bad games. But I would hardly call them advanced.

    2D isn't dead, it just got buried when everyone got excited about 3D. But it's going to stay dead unless it advances to where 3D is now. Instead of focusing on games that emulate the world gone by, why not focus on games that have new ideas, artistic vision (and skill), and a look to the future? That's the kind of game I'd call advanced.

  • it takes A LOT more work. and 2d is not dead at all. theres nothing wrong with low res graphics, people dont use them for nostalgia, they use them because theyre ambiguous and easy to draw. making a low res sprite takes a few seconds, making a 3d model with good textures takes a day of work. Also, ambiguous graphics work in much the same way as an abstract messy brushed painting, your mind fills in the details.

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  • Making a low res sprite takes a few seconds, making a 3d model with good textures takes a day of work.

    First of all, I'm not equating HD with 3D. I'm suggesting that 2D games should be made with high-resolution art, ala Braid, Earthworm Jim HD, BlazBlue or King of Fighters XII. Essentially, I'm talking about using a 128x128 character instead of a 16x16 character.

    Also, ambiguous graphics work in much the same way as an abstract messy brushed painting, your mind fills in the details.

    While that may be true, It's... conveniently true, and not really applicable to the medium. I'd like to use an example above and compare two graphics from an old, 16-bit game and it's modern, HD counterpart:

    <img src="http://img833.imageshack.us/img833/6396/earthwormjimremakescree.jpg">

    Apologies that it gets a little cut off in the forums, open it up in a new tab to view it in full. What you should notice from left to right is that the character is drawn in the same stylized way he was drawn in the first game, just in higher fidelity thanks to a higher-resolution display. The level design aesthetic is largely retained as well.

    In his book Understanding Comics, Scott McCloud addresses the same property of art you're talking about: that stylization allows a person to project onto the character because the character is intentionally vague. This is what allows for comics like Sin Titulo. But resolution of image is a system limitation, not a stylistic choice: it is an artistic challenge, not an artistic medium.

    Take this image from the first page of Sin Titulo, downgraded to approximately old-school resolution:

    <img src="http://img254.imageshack.us/img254/2724/sampledowngrade.png">

    You cannot possible argue that it is "just as good" as the original despite the resolution change. It isn't. Details are lost, expression is lost, the text isn't readable and has to be replaced with a font that doesn't fit as well, et. al.

    The underlying fact of the matter is that low-resolution art resources are easy to create. It is easier to program an engine for low-resolution resources because sloppy programming will not be as noticeable in the frame rate. It is easier to script for low-resolution art because it's easier to predict motion with less pixels on screen. In short, low-res is easy?but again I say, it isn't a stylistic choice.

    There's a reason Megaman 9 and 10 were sold at bargain bin prices on Xbox Live Arcade despite being manufactured by a major industry giant: they were retro, requiring little effort or money to make. They recognize that the graphic choice tweaks our nostalgia-bone, and that the gameplay is still fun. But they also recognize that you can't possibly market a never-made game from 15 years ago as worth the same money as a modern game. After all, I dare say most of the users on this board could create a new Megaman game that is faithful to the originals using Construct. Had they made new, HD Megaman titles, they would have sold them as disc titles like they've been doing with the Megaman X series, if only because the initial investment would have been higher.

    Ultimately it comes down to this: it is more difficult to tell the quality difference between Gods and Super Metroid than it is to tell the difference between This Game is Hard and Braid. We are no longer in an era where sellable games can afford to have their art created by programmers instead of artists, because even Joe Shmuck can tell when the art is poorly made.

    Look, for example, at Cave Story and Spelunky: both games are either available or "coming soon" to consoles, and both featured low-resolution art. Notice I say "featured": now that they've got some funding, both are getting a graphical overhaul. This isn't a coincidence. Low-resolution art is sellable only for nostalgia value: it isn't now, it isn't valuable.

  • In short, low-res is easy?but again I say, it isn't a stylistic choice.

    Why the F can't it be a stylistic choice? And what are you implying by stating that? And no, it's not easy to make top quality lowres stuff. It's still true though what Quazi said and I like to think that you're getting at that when you label it "easy".

    We are no longer in an era where sellable games can afford to have their art created by programmers instead of artists, because even Joe Shmuck can tell when the art is poorly made.

    Naturally there is bad lowres art. As there is bad HD art. Poorly made graphics can't be defined by the resolution or graphical style only imho. So you're saying games shouldn't have poorly made graphics. Yeah, so what about well made retro art? It's automatically poor because it's lowres?

    Look, for example, at Cave Story and Spelunky: both games are either available or "coming soon" to consoles, and both featured low-resolution art. Notice I say "featured": now that they've got some funding, both are getting a graphical overhaul. This isn't a coincidence. Low-resolution art is sellable only for nostalgia value: it isn't now, it isn't valuable.

    Of course HD graphics do appeal more to the mass market. And after all those games are being made to sell copies. This doesn't mean games without HD aren't valuable. What's the value of the original Cave Story game? Doesn't it have any because it's free and lowres? It's still widely considered the best indie game ever. Unless value equals money for you, I'm not quite sure what you're trying to say.

    Also if you give a statement that a 2d game should be HD because we're not in the 90s anymore and all... it's basically evidence of you not considering games to be art at all.

    Don't get me wrong. By all means, make a HD game. I enjoy those too as I enjoy all well made games. But there's still one good reason why people should keep making retro games: because they want to.

  • But there's still one good reason why people should keep making retro games: because they want to.

    I kinda agree... indie pixel art games are like indie b/w film. Usually watched by film students only.

    Yeah, there are exceptions of course. But it's not the norm. Of course everyone here and TigSource and (name your indie site) will love pixel-art games. We ARE the indie community.

  • pre rendered 3D is the worst thing that can happen to a good game.. good pixel art is beautiful. Ever played knytt? No one is playing that game and complaining about the graphics, even if everything is really simple, not even advanced pixel art. It's just... beautiful.

  • With all due respect, if you want to promo an engine, you should be thinking in the now, not the 90's.

    ... Games made with "8-bit" graphics (kind of a misnomer, really, since the SNES that they typically emulate was a 16-bit console) serve only as nostalgia anymore and are part of the reason nobody takes 2D games seriously. Again, doesn't mean they're bad games. But I would hardly call them advanced.

    Dear Gmerriment,

    engine promoting is not my objective, I just mentioned it on a side-note in a post as so appealing hi-tech games were introduced.

    My aim was to look for complex games - with high res. gfx or not - which are compex /advanced in their realisation tech (programming), or grant a complex /advanced gameplay (not just a lonely walking sprite to be seen). That is why I mentioned 8,16 bit era games as examples, as imho Construct games seem to be more enhanced grafically than gameplaywise. I look for the opposite.

    Also Thanx for your examples, thougts, good for comparision.

  • pre rendered 3D is the worst thing that can happen to a good game.. good pixel art is beautiful. Ever played knytt? No one is playing that game and complaining about the graphics, even if everything is really simple, not even advanced pixel art. It's just... beautiful.

    Have you heard of a game called Donkey Kong Country?

    XD

    all styles have their place.

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