Arima's Forum Posts

  • What you should probably do is make your own level editor to make the process easier, then have the level editor export an array with tile's locations that can be loaded by the game.

    As a bonus, you can release the level editor with the game and people can make their own levels!

  • Or you could use the object.count or countmatching("object") expressions.

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  • Does "is on screen" account for rotated zoomed layer plus rotated zoomed system crazyness? 'cause I'm using a lot of that >_<

    It doesn't work with zooming, haven't tried rotating.

  • Man, I frigging KNEW someone was going to bring that up.

    But that actually kind of proves my point. Getting it to work without significantly modifying it is quite difficult - look what they did, added a 'reason' for combat, which is something games can do quite easily - which is what I was talking when I mentioned stories suited for gameplay. A story that has a reason for lots of combat is well-suited to a game, where as pride and predjudice without zombies isn't.

    Again, I'm not saying you can't have good stories in games without walls of text or cinema scenes - it's simply sometimes difficult and there are some stories games are more suited for than others.

    Many new ways of telling/being a part of stories in games have yet to be discovered, but it's not simple and lots of people are scratching their heads about it, which was what I was talking about in the first place.

  • > it's more that game and story are often hard to get to work well together.

    >

    lol. Oh the misconceptions of story. Story doesn't equal walls of text/voice.

    I didn't say it did. My point was stories often call for stuff that's hard to make work right in games. Like how about a subtle emotional moment between two characters? On film/etc, that's the same process as anything else. For games, how do you do that aside from a cutscene? Press one button to be comforting, another to snap back? How's that different from selecting options from a list in interactive fiction and having the result animated instead of text? Subtle interaction between characters can be quite difficult to make work right in a gameplay fashion, especially if you want it in something with some other gameplay type like a platformer. And what about the story calling for something that would be ridiculously hard to implement?

    There are many things you can do that work. However, it's not as easy as having a great story and making a game of it. My point is, how would something like "Pride and Prejudice" the game play? (If you don't know the story, it's basically a bunch of complex character interactions. Not much there that's suited to traditional ideas of gameplay.)

  • No, it gets a random number each time you use random, not once per tick.

  • Seconding most of what Davioware said, making an rpg without using something like rpg maker is a monumental task. I've been working on mine for almost two years, and it was supposed to be simple! I recommend fiddling a bit with the game you want to make while simultaneously making a quick, entirely for fun practice rpg to get the hang of it first. Though I tried that, and that "simple" rpg is what's taken me two years, so I'm not sure if that's good advice.

    As for an adventure game, construct is certainly capable of making one, tho adventure game studio is more suited to it for obvious reasons.

  • I hear what you're talking about. I don't think it's really a 'rut' - it's more that gameplay and story are often hard to get to work well together. I have a lot of story ideas, but getting the story to work in the 'confines' of a game (technical reasons like vram, gameplay that's well suited to the story, complexity limitations, stuff that isn't practical in 2D without a huge budget...) is often very difficult.

    I guess the only advice I have is the stories that I've written for games that have worked the best so far have been the stories that were written specifically with a gameplay idea in mind.

    Sorry I don't have much advice for you. I'm still wrangling with that one myself!

    Edit: Oh and for stats, use the hash table. For inventory I recommend an array, though it depends exactly what you want to do with it.

  • On my machine, I can manage 100,000 sprites before it dips below 60fps. That's with no code and them all invisible/offscreen, though.

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  • Hmm. You could try shooting a bullet with instant hit instead.

  • You can use line of sight for this.

  • It would be a significant task if you don't know how to program, since you would have to learn to do so.