boggler's Forum Posts

  • So about 2 years ago in the midst of managing a really crappy real estate software product line I realized that I was done playing online games and wanted to build them. I had no coding experience, some drawing skill but really nothing but thousands of hours of game experience from Ultima Online to World of Warcraft. When I first arrived here at Scirra I wished for a multiplayer framework and now that it is here I am ready to reveal my "big idea" and hoping that as a community we could pull together to build a unique game.

    So what is Mozaic? It's a 2d top down survival craft game with MOBA style fighting, procedurally generated world. Think Rust + Minecraft or if your familiar something VERY similar to Haven and Hearth.

    What makes this game different than every other MMO survival game?

    1. it's built on construct!

    2. the game is all about crafting, everything in the world including the ground is interactive.

    3. Mozaic is the underlying story of the shattering of the "mozaic" with 100 pieces being embedded into the procedurally generated world once the Mozaic is returned (yes think Tri-Force in Zelda) something amazing will happen. This meta game will push exploration and trading.

    4. I want to try and create a series of master hosts using the peer multiplayer system to see how many concurrent users can be on a single peer before stuff gets wonky (science)

    5. It's a great crowdcoding opportunity because it has a ton of moving parts.

    If people would consider buying in I am more than willing to buy a server / heroku / couchbase for JSON storage / JIRA for tracking and whatever else we might need.

    Call me crazy.

  • gazoogle I am talking about having thousands of objects, so I really can't do it with animation frames.

    shinkan thats EXACTLY what I was wondering. Appreciate everyones feedback!

  • I am very close to making my C2 purchase. I want to ask a few questions about how families work.

    I am currently using the same block sprite with different skins I need these blocks to have the same set of behaviors and actions I want to confirm that I can do that with families. Thanks

  • Night time over map 3

    Survival RPG isometrics test.

    <img src="http://i1111.photobucket.com/albums/h473/stillgamingat30/isotestc2_zpsf0cf5e38.png" border="0" />

  • Are people on this forum more likely to want to be involved if they see examples of your concept first? Just curious.

  • Sorry to bump. Going to post up my CAPX so far in a few.

  • Steps:

    1. Get IMG from URL "redblock1.png"

    2. ON GET IMG FROM URL create Sprite, Give sprite same name as image from URL and give the sprite an instance variable

    name:value

    type:number

    initialvalue:0

    3. Pin "redblock1.png" to Sprite redblock1

    4. Get XML variable for "redblock1"

    <xml>

    <blockname> redblock1

    <value> 2

    </value>

    </blockname>

    </xml>

    5. Insert from XML value 2 into "redblock1" instance variable.

    6. Add Behaviors Drag and Drop.

    What am I trying to accomplish here?

    A sprite called redblock1 with an image overlay of redblock1.png

    with the instance variable value / number / 0 pulled from my XML file.

    Doing this will allow me massive amounts of sprites without my C2 file size being massive.

    Hope that makes sense. How Do I <img src="smileys/smiley17.gif" border="0" align="middle" />

  • thanks again ramones.

    One off the topic question can you turn a IMG from URL into a sprite or pin that image to a system created sprite? Thats my last hurdle.

    My fantasy is to have a XML file with all the sprite values / variables and the img URL and then something like this would run:

    System > Every Tick

    System > For Each IMG from URL create object IMGSprite

    On Click > IMG from URL Pin to IMGSprite.ImagePoint(0)

    That way every image I load into my game can become a sprite.

    If I can't do this with C2 I am sure it can be done using Javascript.

    Sounds like an addon IMO.

    I can't thank you all enough for your help, its a lot of fun to get intelligent feedback.

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  • ramones

    Fantastic - thank you.

    Long way to go still but something basic learned today!

  • In the attached CAPX I have an object that is moved around using Drag / Drop. Its location can be saved using "Save". This saves to Local Webstorage using Sprite.X. The local file is saved as "XLoc".

    I created a "Load" button and am able to load in the JSON data to make sure it is loading properly - and it is.

    My next step - Which is not working is that I want to SET LOCATION of Sprite to XLoc Sprite.X (the X coord in the in XLoc within Webstorage) I can't seem to figure the code out for this.

    Can someone who is good with code take a look at it, it is a very small CAPX.

    Thanks.

    Don't have reputation so you will have to copy and paste.

    dropbox.com/s/m7mjt8nib468nl8/LoadSpriteLocationFromWebStorage.capx

  • APE

    hmm time to fool around with that first concept you have.

    I think that might work. Will post my findings in a few.

  • Appreciate the bumbp actually! Not getting too many bites on this one.

    I am wondering if we can store an array of object names and their X,Y so they can "load in" perhaps using system create object on load. Even if the load is actually re-creating the scene it would work well.

    Object1 X=123 Y=123

    Object2 X=321 Y=321

    Allowing a user to "load" using those objects and have them placed in the scene is a crucial part of my design.

  • I am building a game where you build a scene (puzzle game) using system created objects. I am aware that WebStorage does NOT store objects but rather stores values and keys. If I have 50 different sprites on one layer how can I most effectively save and load a saved project.

    If I can't use webstorage please send me in the right direction.

    Thanks!

  • I have had many responses. Thank you all for the interest. At this point I am looking to find someone who is professionally proficient in C2, that is the only requirement. Looking for this person ASAP, hope to have kick off meeting this week.

    This project should take no longer than a week of production (about 80 hours between 4 people) for more clarification on the profit sharing this is a product sold in appstores with additional revenue coming from the sales of products via the application.

    There is overhead on my end for the production of this product and those cost of goods sold will be deducted from the revenue to get our "Net Profit" which will then be distributed among the 4 contractors for 12 months from the kickoff meeting. I have all of that same language in an obnoxious legal document.

    This product is a proof of concept for a larger product. While it is being built in C2 and has quite a bit of game logic it is not a conventional game.

  • I am coming to the end of making my first game LOLercoaster a draw and load rollercoaster gameI have a physics issue that I can't over come. I found an old topic regarding LineRider that seemed that it would answer my questions but the cap files are dead links now.

    Question:

    I am trying to get an object to follow a path in the style of a rollercoaster any idea how I can do this using gravity?, I have messed around with it quite a bit with no luck.

    Having specific (increased) gravity at the bottom of each valley on the track route is my main problem. Any advice would be helpful. I intend on making a tutorial for he community when I get this all figured out.

    Thanks in advance.

    *few ideas i tried were creaing a ton of sprites with physics properties and using them as "rollers" that worked ok but is definately not giving the intended "smoothness" I am looking for.