OlivierC's Forum Posts

  • There is a lot of speech to be done in a game like that, so if you can set it in 1 action and 1 condition, you will do that chunk of the game 4x faster than 4 conditions and 4 actions. Then in the latter case, you imagine you spend 30% of your development time writing text

    Tobye

    Wow, hold on, you want to implement every single dialog in the event sheet? that's insane. First of, you need to use functions. This way, no matter how many actions it takes to display dialog, it will always take only one or two function calls.

    Then, even if I don't know exactly yet how I'm going to handle dialog, one thing I'm sure if is that I'll have the logic implemented in a single event sheet and that the dialogs themselves will be stored in separate files and will import them at runtime, as XML or JSON,. This way I can edit dialog separately from the rest of the project, without needing to republish every time I correct a typo. Plus this allow you to support multiple language. You can auto detect the language with the browser object, then import the corresponding file. Ofr instance i'm french, so I'll write my dialogs in both french and english. If I dedect the language is french, I'll import the french dialogs, else I'll import english. I'll still leave an option in the menu to override this.

  • yeah only default plugins and behavior. I used a cell size of 5 I think, maybe even smaller, because the project is only 400*240 pixels, which is rather small. The original monkey island game, which I got the character sprite from, was only 320*240 (including the action menu at the bottom, taking a good third of the screen space). So I just made it a bit wider, for modern screens.

    This weekend I'm planning to implement the navigation between rooms, and if I have time, the interaction system. I want to do it like in monkey island 3 and Full Throttle: instead of having verbs buttons, when you click-hold on an object/character, a menu apprears, you hover the acion you want (take, talk, look...) then release the mouse. the reason I want to do that is because it would work fine with touch. Eventually I might use right click for mouse, to cycle between actions, like in sam & max or the Sierra game (kings quest, space quest...)

    Edit: Sorry for highjacking the thread, but hey, just prooving the point it's possible :)

  • Tobye

    "Lighting" is just a trick. I apply the Tint effect to the character sprite. Then I define three global variables for the reg, green and blue values of the default ambient light (100 if you want your sprite to appear with normal color). Then I create an empty sprite, to which I give three instance variables, also red green and blue values. I duplicate this sprite and position it to define areas I want the color of my character to change. I set the red green and blue value accordingly. Then in my even sheet, I test if the character overlaps a "light" sprite, in which case I set the effect's RGB with the values stored in the sprite, else I use the global values, the scene's default ambient light.

    Of course it take some testing to find the right values. In this test I set the ambient to 100 and he shadow areas to 60 for all the three values, but it does not have to be light/shadows only, you can play with colors to simulate different moods.

    Indeed, the dialog part is something i'm saving for later because it's complexe and i want to spend some time thinking about it. I studied the old lucasart game and noted down a few things that I'll have to take into account: some dialog options can only be used once, some others unlock only after you have asked a specific question or if you have done a specific action (talked to someone else, have aa specific item in your inventory, been somewhere...). Then the dialogs are not the same if you talk to someone for the first or if you come bakc (like "hello my name is..." the first time, and "oh, hello again dr jones..." after)

  • I have been using Construsct for a bit over a month now, only during weekends, so you can consider me more like a n00b than an advanced user.

    My goal is to make a point and click game too and this is what I got so far

    This is only a proof of concept, the guybrush sprite is only temporary of course and there is still a lot missing but I already got some cool features implemented, including menus, pause, collisions, Z sorting, depth, lighting, being able to control the game with mouse, keyboard or controller seamlessly, dynamic screen loading ( I have one single layout for all screens, the data are loaded from an xml file). All this was made only working on sundays of the last three weeks pretty much. Did not even have to ask for help, just reading the doc and searching this forum.

    I know there are tools like Adventure Game Maker which are pretty much dedicated to making point and click game but I liked the idea of making a game in HTML5.

    So yeah, it can be done and that's what I'm aiming at. I actually think the harder part will be to write a good story and design good puzzles, than making the game work

  • Hmmm cant be that then, has to be the path finding , that seem to hit things pretty hardOh yeah, you should have mentioned that you used pathfinding in the first place. It has to generate the obstacle map when the layout starts. On such a big layout it can be long indeed. Did you try changing the size of map cells? the smaller they are, the more accurate the pathfinding will be, but the longer it will take to generate the map and to calculate path

  • Hi,

    I try to rely on default behaviors as much as possible, I don't want to re-invent the wheel. But at the moment, I can't use the Scroll To and Bound to Layout behaviors on my project because they miss a couple of properties that I believe would not be that hard to implement:

    It would be nice if just like the 8 Directions behavior, you had a property that allow you to limit the Scroll To and Bound to Layout to vertical or horizontal axis only.

    Let's say I'm making a game using unbound scrolling layout, and i want it to scroll horizontally only. I don't want the layout to scroll if the player moves up and down, only when he move left and right. On top of that, I want the player to be blocked by the upper and lower boundaries of the screen. Pretty much an infinite corridor.

    I did not have much trouble to implement it with events, don't get me wrong, I know there are many examples of game like that already. But it would be even simpler if those two behaviors had those extra properties.

  • or using a dummy sprite object with an instance "next level" variable.This is indeed not very practical. Never heard of global variables? I know they are considered bad practice by some, and I agree you must try to minimize their use, but in that case it would be a lot easier.

  • nice work. My only critics: the scroll speed is too slow compared to the character. Don't mix mouse and keyboard. Either have them both fully supported, or use keyboard only. but don't make the menus use mouse and the gameplay use keyboard. This is confusing. Oh and why not support the arrow keys from walking?

  • like littleStain says, don't destroy the sprite, just hide it (set visibility to invisble). But make sure you make it visible when you press F

  • Also, while the concept was original when announced, it's quickly becoming irrelevant: tablet are getting more and more powerful, with tegra 4 GPU coming (ouya is only tegra 3), so you'll very soon see more and more games with advanced 3d graphics. Plus, they now have HDMI output and support blutooth controllers, which means you can turn them into a console if you want. Add to that a much bigger library of games and app (even though ouya is android based, it requires special versions for the apps)

    Sure the ouya is only $100, but you can't carry it around with you

    So, while the concept was a very good idea, I'm afraid it was a couple years too late. And things are not likely to get better over time.

  • While this sound like a good idea, like the Ouya was in the beginning, I'm affraid it would suffer the same fate : dead on arrival. Now that tablets do 3d, have a huge library of apps, can be hooked up to TVs and support controllers, those low end consoles don't really have any reason to exist anymore.

    Edit: Granted, tablet are more expensive, but they can offer a lot more

  • I'm confused about what this does exactly, and the example does not really help <img src="smileys/smiley5.gif" border="0" align="middle" />

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  • You must be doing something wrong with Else, because Else should works as a... Else. the else should not be indented inside the first condition, just put it after.

    I no expert yet, but yes I'm affraid all the animations will be loaded if they belong to the same sprite object.

    I don't know about the webgl effects, I don't use them much

  • Images must be included in the project Files folder first in order to be imported at runtime. once you have done that, you don't even need to provide an absolute URL to the action, just the filename.

    The new image will replace the current frame of animation. So in order to load a whole animation dynamically, you must first create an empty sprite in your project, with a set number of blank frames. Then you must load each frame one by one with the Load image from URL action. But you must make sure to go to the next animation frame between each loading action, using the Set Frame action, or each new image will keep overwriting the same frame

  • You can try using the Sine behavior