C-7's Forum Posts

  • For PC? Easy.

    For mobiles? Possible but it will take an experienced C2 user.

    Correct. You may need to do some trickery for effective Z-ordering (perfectly doable), and it will take a ton of time and resources, but C2 is nearly perfect for it. Mobiles, however, might not be and will take a LOT of effort to get it right.

  • That looks awesome! You can tell the tons of time you've put into it!

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  • I think I'm further along in my RPG than most (Courier), so I'll give a bit my input. Firstly, my game doesn't have any turn-based battles, so I have nothing to comment there other than do a good job of state management.

    The main plugin that has benefited me has been rexrainbow's Z-sorter. The only reason I use it is because you can't pair sprites and tiled backgrounds simultaneously in a family, so the internal C2 method for z-sorting (for each ordered loop, send to front) won't let the player run behind/in front of tiled background objects like fences. I also don't have it sort every tick because it isn't necessary.

    The game isn't tile-based, so I can't comment on that stuff, but have reusable resources. Everywhere. I have a bunch of Tiled Backgrounds (and sprites) that I piece together to make everything in the game. This reduces the overall video memory, reduces asset production for you, and has very few disadvantages.

    Lighting and shadowing are important. I have a good number of overlay sprites that I use for gradients over objects as well as light halos and other effects. I also have a couple dedicated shadow layers for the cast shadows from objects. These are made of a certain number of primitive shapes, all dark blue, all at 100% opacity. Then just lower the opacity of that layer and the shadows will remain merged and more realistic. I also have shadows cast on the player and world objects by having a second set of shadows set to one of the "source" blend types so it only shows when an object or the player is present.

    As for inventory, plan ahead on a creative system that doesn't result in a big, stupid list or something. Perhaps a bunch of boxes or something, but plan this ahead so you can come up with a workable solution (probably in an array) for management of it.

    I keep a spreadsheet constantly for myself where I track my reference numbers for every quest, character, item, or object in the game so I can always quickly reference what I need. For quests, I have a cell in my overall array dedicated to each quest. If the value there is 0, the quest is untouched. If it is 1, that quest is active, and if it is 2, that quest is complete. Any other numbers are for multi-step sequenes within that quest. I'm quite happy with this system because it makes tracking things a breeze.

    Tween everything! Everything should fade, move, slide, rotate... something! And I'm specifically talking about your UI. This goes a long way in making your game go from looking cheap to looking polished. And it's simple enough to set this stuff up early. Just get in the habit of automatically having something fade in instead of appear, etc.

    Interactive music makes a very big difference if you're up to the challenge. If nothing, it solves the problem of endless repetition, but you can really immerse the players in neat, subtle ways that they might not even realize. Plenty of top games do this, but many indies do not. This really applies to a lot of games, but RPGs are well-suited since they are so state and stat-driven.

    Spend the extra time getting your 8-direction animations going. People will gripe if you don't, I promise.

    For speech, I don't bother with a type-writer effect because it takes more effort and rarely lines up with the player's own reading pace in any way. I opt to fade in each message one at-a-time. I simply set the text that I need, turn the text variable to "on" (which fades in the text), then wait for player input to fade it out again. If it was the end of that message, turn text to off so it stays faded out and fades out the rest of the speech UI. If not, once opacity = 0, change the text to the next block and fade it back in.

    There are probably a ton more things I could talk about, but those are some non-standard things that have made a big difference in my RPG development.

  • Off-topic,

    Why Nintendo is being very closed than Apple, Google, Blackberry and other companies offer support to developers?

    Sony and Microsoft would do the same. That's how consoles work. Their libraries are quite curated--unlike those other platforms. Once you are approved for Wii U development, they're extremely open, helpful, nice, and quick to answer.

    It took about 2.5 months for me to hear back from them. They apologized it took so long, but they were super nice, helpful, and easy about the whole approval and nda process.

  • How many individual objects do you have in your game? And I mean go count manually in the project tab. In general, three icons are loaded per object. Turning the cache of as you have done makes a big difference, but Windows has a hard limit of about 10,000 between everything running.

  • I unchecked the cache and things seem to be running great. There's about a second extra wait when loading the object list for events, but there's nearly no difference for me. But I can run the preview, make changes to the game, and re-run it and it doesn't collapse and fall apart and die any more. I don't know if it will always be the case, but so far I haven't had any crashes. I hope the icon thing fixed it for others!

  • Whoah I didn't realize the update was up. I'll test it tonight after work!

  • I really wished I could have, but I've had a lot to work on with Courier. But the Kickstarter is ending in two days, maybe I could help out some existing projects then...

  • That sounds awesome! You're the best, I look forward to trying it.

  • Thanks fabianosalles and everyone else! Here's some new footage for everyone. It shows a dungeon, an encounter, and an ability!

    Enjoy!

  • Here's some footage of exploring a dungeon in Courier!

  • Yes, I use 64-bit C2. It's a little strange since it doesn't happen every time, but almost always immediately following a preview.

  • You're not alone in this, damainman at all. I regularly have those display issues and at times get the hicon error you posted in the op. My C2 failures almost always happen after running a preview (or export) of the game. Any subsequent preview (if I can get one to work at all) will have all text tiny and missing values and the C2 IDE is largely unresponsive and throws errors left and right.

    Ashley if it is indeed linked with a need for windows to show icons, would it be possible to add a text-only option for projects that intend to be large? I've done some toying and I can increase how many successful previews I can achieve by having the object and property bars closed, saving, restarting, and previewing from there so those things don't have to load. It also did help a little to split up my biggest event sheet (500 events down to 2x250).

    I'm not being wasteful or poorly planning Courier. I could probably reduce the object count by around 50 or 60 if I really tried, but the project is at 1,200 objects by my best count. About half of it comes from Spriter and how many NPCs I have in the game (and all the objects created for it). My events aren't crazy--for the whole project I'm at 2,600 events split up across a bunch of event sheets. It's as efficient as I can make a large, varied RPG. It never reaches 40 MB of vram and never more than 1,500 objects in the heaviest of situations.

    So a (relatively) simple fix like having and option to make objects in the project bar text-only may correct the problem if I'm thinking about this correctly. An option down the road would be something like a small preview window of an object when you click on it in the list, but something to help larger projects run more stably in C2 would be a huge help.

  • I'm making it right now.

    Courier is really what I both want to make and want to play. I just wish I were in a position to work on it full time.