onion's Forum Posts

  • Well done!

    Although adding thousands of destructable blocks on the screen might make it really difficult to create levels, surely?

    Worms also has a way of creating random environments, would this be possible?

  • C-7 So although you do have an online storage, all the quest logic is stored locally, correct? I haven't had chance to play your game, but I assume it has the player character walking around, talking to NPCs and getting quests. I presume the logic is something like:

    Talk to NPC

    Check if you already have this quest

    Display dialogue

    Add quest to array

    Then if you chat to the NPC again it'll show different dialogue like "have you completed the quest yet" etc.

    It's the logic of this that I'm struggling to get my head around. I'd love to see a good example. I don't want to have the verbose process of creating individual logic for every NPC that does the same checks each time. Or am I just asking for trouble and should do it the time-consuming way?

  • VonBednar I couldn't get your capx working, it kept complaining about not being able to locate the Beam.png file.

    So I made my own. Here it is, if anyone wants to have a look:

    dl.dropboxusercontent.com/u/24767479/c2%20project%20files/Tractorbeam.capx

  • Is this game still available somewhere? If I click the links I get a "forbidden" error

  • I've visited your homepage to play the game, but when I press the play button it just says "checking for updates" endlessly. I've no idea if it is still checking, but it's been going for quite a long time now. If it is loading, it might be worth having a progress bar to show that it's actually doing something.

  • Thanks theubie, and sorry for the late reply but I'm going to take you up on your offer of advice! You say you're working on an MMO that uses a C2 frontend, and php/mySQL backedn, well that's what I'm working towards too. But right now I'm trying to figure out how to create RPG quests.

    Like a typical sort of RPG my game allows a player to talk to NPCs and get quests, some of which have sub-tasks. How do you keep track of which quests you have, and which NPCs you've already talked to?

  • Great! I like this game, and hope to make something similar. Are you working on a new version or has this been abandoned?

  • Damn I was hoping there would be something that would make the process easier, (no idea what that would look like - it'd just help, lol).

    Could you explain though how a finite state machine would help me? I don't really understand what it is.

  • Ahh that's great advice, thanks I do find myself getting caught up a lot in which way is best, and didn't want to waste time creating hundreds of quests one way, and then changing them later! But you're right, as long as it works, who really cares? ;-)

  • Here's an updated capx I worked on yesterday.

    dl.dropboxusercontent.com/u/24767479/c2%20project%20files/GTA.capx

  • BTW here's the capx - dl.dropboxusercontent.com/u/24767479/c2%20project%20files/GTA.capx

    You'll notice I'm trying to create a GTA-type game, where you can press "E" to get into a car and drive it around. Click with the mouse to move the player, and walk over to the NPC "Scott Chegg" to get his dialogue.

    Please completely ignore the graphics! I've put no effort into them at the moment.

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  • I'm creating an RPG-type game where NPCs can give you quests. These can be concurrent quests and before I start creating hundreds in my game, I want to check if I'm doing it in the most efficient way.

    Here's a screenshot of the most important events:

    <img src="http://i.imgur.com/GtCcJ3w.jpg" border="0" />

    So what you're seeing here is a small part of the game. There's separate event sheets to control movement, baddies & other stuff.

    What happens is if the player collides with the "interact" object (of which there will eventually be many, but currently only one) it will show some dialogue, then clicking the "accept" button will set the quest as the active quest.

    I've got functions in there for hiding and showing dialogue. Hide is obvious, but "ShowDialogue" passes the NPCs dialogue as a function param. Is this sensible?

    Is there a better way of doing what I'm doing? I feel like I might be re-inventing the wheel here. Have any of you guys created an RPG with dialogue and quests? Did you do something similar?

  • I'm thinking of implementing the "full blown quest mechanism" with concurrent quests, and sub-tasks like Wastrel mentioned. Any tips?

  • I think kraed's question is a good one, and one I'm interested in myself. I like to use best practise, and don't want to re-invent the wheel each time. So is there anyone else here who's created an RPG with non-linear quests that could share some wisdom?

  • It's a good question and I'd like to know too what the best practice is.