Katala's Forum Posts

  • Actually two health bar examples diablo and rts type. Download here

    edit:this means enemy health bar not the round player one.

  • Something I made some time ago and now I can send it here so here

    There are quite a few dialogue examples so hopefully there is something new and usefull here.

    There is some string parsing and functions using ini.

  • First thanks for all responses! I think the reason for this was I have some problems whit unique sprite plugin an VRAM issue (think I can solve it in some point. I have the source code just have to learn how to compile it after small change) anyway did have some time to think how I should proceed and I think classic can do the job. Picture editor isn't a big problem for me, basically just a place holder. Biggest downside would be that it is windows exclusive. Just hopefully it doesn't blow to my face. If I would start now C2 would be the choice and there is still so many more game ideas (orion meets X-COM and battleship forever <img src="smileys/smiley3.gif" border="0" align="middle" /> )and some smaller things :) guess I just don't have unlimited time whit one project. Let's see where this goes.

  • Really even if I said there is no problem starting it again there is of course always a risk that it goes like Duke nukem forever <img src="smileys/smiley11.gif" border="0" align="middle" /> Anyway I think it is still quite barebones and even if I think I could do it much faster next time there is still new thigs to learn. It is not easy to make game this size by yourself <img src="smileys/smiley1.gif" border="0" align="middle" />

    There dont seem to be debugger in C2. If not essential it is really usefull when there is lot going on.

  • Hard to say. Some basic mechanics are in place. Part of this development time has been getting used to construct after MMF. There is still lot to do like classes skills etc... Just got drawing tablet and those seen here are first practise graphics. Ok maybe less than 5%

  • That is where I am leaning towards. If classic is now kind of dying and this would take at least next 2+ years. I can see myself alone whit that in somepoint whitout any real knowledge of making plugins for myself or any other help <img src="smileys/smiley19.gif" border="0" align="middle" /> . And there is a risk it bean obsolete in the pont it is finally finished. So if everything it now has are doable in C2 I think I know how to continue. Thanks for the reply sqiddster <img src="smileys/smiley32.gif" border="0" align="middle" />

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  • I have been making this game about 8 months and now should make the decision if I should continue whit Classic. This game is relying heavily on external files. But there is no problem to make it again in C2 if it is possible.

    I try to explain a little bit how it works.

    <img src="http://dl.dropbox.com/u/104893773/screen7.jpg" border="0" />

    Quick look at C2 and I think ragdolls could be maybe even easyer to do whit it. But don't know about the bone animation options. Now was it that Spriter exports animations only to one sprite and there is no option to animate separate sprites as a whole. What I mean is...

    <img src="https://dl.dropbox.com/u/104893773/screen8.jpg" border="0" />

    As in this picture boots are changing texture only on lower legs (4 sprites). Importing pictures from a file. Inventory items and character data is stored on external array file. What about layout object or similar. I now use it in inventory screen. Also I was planning minimap to work similarly.

    <img src="https://dl.dropbox.com/u/104893773/screen9.jpg" border="0" />

    Here is an example of the object editor. Enemy and items data are external array files and loaded when spawned.

    <img src="https://dl.dropbox.com/u/104893773/screen10.jpg" border="0" />

    Level editor is saving maps to an ini file. Like gfx sprites, enemy spawners, waypoints, collision objects, local sound objects, effects, containers etc. Like this...

    [objectcount]

    terrainsprite=224

    terrainsolid=26

    terrainplatform=5

    waypoint=4

    enemyspawner=20

    [properties]

    width=6000

    height=2000

    [textures]

    8=kivitiili.png

    7=puu testi3.png

    6=black.png

    5=tausta_01.png

    4=ground.png

    3=dirtwall_01.png

    2=brick.png

    1=dirt_01.png

    [terrainsprite1]

    texture=dirtwall_01.png

    posx=613

    posy=897

    angle=34

    height=222

    width=250

    layer=4

    [terrainsprite2]

    texture=dirtwall_01.png

    posx=691

    posy=702

    angle=43

    height=208

    width=177

    layer=3

    ...

    Maybe I could use these same editors whit C2.

    My machine can run about 50 enemies on the screen before FPS drops below 60. (i5-3570K CPU 3.40GHz Nvidia GTX 560 Ti TOP 8 GB RAM) It would be good to have at least 10 whit lower end machines (would be about max number if not "pulling" all the enemies on the map). AI is taking some of the power because it's not totally brainless. There is some randomness but it can use an attack opportunity. Meaning if player blocks it can try to pass that example when it's detector is not colliding whit player weapon. And some other basic stuff.

    I was hoping to support older computers as well like including support for even 640x480 resolutions. What I heard this could be a little downside in C2. Also there is now about 800 events. That would be at least double on the final game, but don't really know how much and if it is really an issue.

    Ok maybe that gives some basic understanding what I am trying to do. I abologise about the language not native english speaker so please ask if something is't clear.

    So if you are interested about helping me in the decision that would be really nice. Would like to hear something before continuing this hopefully not too big project of mine <img src="smileys/smiley4.gif" border="0" align="middle" />

    Thanks!

  • <img src="https://dl.dropbox.com/u/104893773/screen6.jpg" border="0" />

    More like a proof of concept. Action rpg whit ragdolls.

    graphics not final.

  • Seems to crash the application if there is no image loaded and you delete one. Not a big proplem, just good to know. This is in the fixed version.

  • Hello.

    I am Jussi from Finland. Think I started to be interested about games before we even had a computer. When I was about 6 I borrowed games factory (C&P) from my friend and I finally could make something come alive :O After that I have also used MMF and MMF2 but the biggest issue was the software rendering. Made maybe one test whit GM don't know why but didt continue whit that. Think it was just too different. I have some interest whit unity but cannot program and don't really need 3d for anything right now. Also it is really time consuming to do 3d worlds, at least just by my self.

    Found Construct about little over a year ago. It felt CRAZY powerful after MMF and even whit some bugs on classic I still stick for this for now, maybe Construct2 later. Only sad thing in classic is that it cannot port to linux :(

    Never really shared any games on internet and they really are just some crappy ones anywhay :) Managed to make one heavily Castlevania influenced game whit MMF2 which was ok but there was too many problems whit the software mainly whit resolution support on newer graphic cards and the final polish was newer done. Just maybe someday.

    Now I have been making a platformer action rpg whit Construct classic little over 6 months pretty slowly at the same time getting used to the software. And yes I have noticed I am not happy whit anything else than an rpg right now :) but at this state it is working quite well, the basics I mean :P still SO MUCH to do.

    Ok little about gaming backround. If I remember correctly we had first NES whit Mario of course, Cold medal challence. Which was quite painful sometimes :) also StarTropics was really great if really hard. Also Castlevania 1%3 etc. Never had sega or snes. Snes was insanely expensive and the games were over 100 euroes. Only played those later whit emulators.

    Some of the most impressive games for me are Doom 1&2, X-com enemy unknown (I think UFO defence in US), Grim fandango, Warcraft2&3, Starcraft, Diablo 1&2, Morrowind, Divine divinity, Fallout 1&2, Baldurs gate 2, Unreal, Minecraft and the ones I cannot remember right now.

    I think one of the most important thing in games (after functional main game mechanic) is the atmosphere. Not just the music but all the little thigs that makes you want to return to the world. I often play a game just to see how they did some thigs.

    I have been reading the forums for some time now and it was the time to join. People here seem to be really helpfull and friendly and I already have some questions. Hopefully I can help someone eventually as well.

    Ok a little english writing practice for start after all I have a lot to write on the rpg.

    Lets be constructive