RhapsodyInGeek's Forum Posts

  • Centra

    For each Actor
    
    +Actor.Type="Ally"
    ++Actor.Status="Idle"
    +++ActorFamily.Type="Player"
    ++++Distance(Actor.XY,ActorFamily.XY)>64*Actor.ID
    ---->Actor find path to ActorFamily
    ---->Set Actor.Path=0
    ++++Distance(Actor,ActorFamily)<32*Actor.ID
    ---->Set Actor.Path=-1
    
    +Actor.Status="Chase"
    ++ActorFamily.ID=Actor.TargetID
    -->Actor find path to ActorFamily
    -->Set Actor.Path=0
    +++Actor.CombatType="Melee"
    ++++Distance(Actor.XY,ActorFamily.XY)<Actor.Width
    ---->Set Actor.Path=-1
    ---->Set Actor.Status="Attack"
    +++Actor.CombatType="Ranged"
    ++++Distance(Actor.X,ActorFamily.X)<4
        OR
        Distance(Actor.Y,ActorFamily.Y)<4
    ---->Set Actor.Path=-1
    ---->Set Actor.Status="Attack"[/code:w8knb6ab]
    
    That's kind of the rough gist of the pathing system. I use an invisible box sprite to act as each character for stat and navigation purposes, and then animated sprites are constantly set to their positions and handle the hitboxing. The whole pathing/movement system itself is a combination of the pathfinder behavior and 8 direction movement behavior and invisible waypoint sprites working together. When the Actor.Path variable is greater than -1, it kicks the pathing system into gear.
    
    @Burvey
    That is a bug. You're supposed to be able to cancel out of the intro sequence, but not supposed to be able to bring up the menu. Oops.
  • Please read my first and last posts in this thread.

    https://www.scirra.com/forum/action-rpg-demo_t63707?start=20

  • GeometriX

    • You should have been able to just press a key to skip the mountain scrolling sequence. If not, color me bugged.

    -The beginning is essentially a prologue to introduce the two main leads, and give an idea of the world they exist in, their jobs, etc... Basically like a cold open in an adventure film, like Indiana Jones.

    -I helped compose the main theme of the game and provided direction for the rest, but the music was mostly composed and produced by my sound lead Chris.

    Much of the game will be played with 3 characters at once, with a total alternating cast of 5. No plans for two player support for now, although I would love to. No plans for manual character switching, but there will be character switching during certain points of the final game.

    It's too bad you didn't get past that room. Big Indiana Jones/Uncharted moment in the very next room.

    Current plans are to attempt Steam Greenlighting and Windows Store. Wish us luck!

    GenkiGenga

    flatness

    Thanks for the props!

  • All of the platform examples that come with Construct 2 are a really good place to start.

  • I made an A-RPG in Construct 2. Released a demo and everything.

    https://www.scirra.com/forum/viewtopic.php?f=180&t=120487&p=864811#p864811

    Took me about a year or so of planning it out, with several false starts. I also made a completely different game in order to practice for it.

    It's pretty difficult work, requiring extreme planning of many different systems at once. Having any experience with object oriented programming is a must, as well as knowing how to create Construct 2 ready JSON arrays. I'd also highly recommend looking into Spriter for animations.

    I decided to practice making a game by creating a platformer from scratch. It was a very very useful learning experience for me. The first game you make may not be the RPG you've always wanted to make, but that's okay. It's best to sharpen your skills first.

  • Interesting bug. I hope it doesn't pop up again in the engine rewrite.

    The "mode7" effect, found in titles like F-Zero, Super Mario Kart, and the airship sequences of Final Fantasy 3/6, was recreated via an effect add-on from R0j0hound. You can find it here:

    https://www.scirra.com/forum/effect-mode7_t77858

    Thanks for the props.

  • So my team and I released a demo of our action RPG game, Revahlen. It features the intro act, and is meant to get players to come to grips with the different systems in the game while not being too intrusive, plus give a good introduction to the two lead characters. It culminates in a mini boss battle. Give it a try, and feel free to leave some thoughts!

    http://bluekeygames.com/revahlen/

    Just a few notes:

    *Z is the default key for Canceling out of Menus.

    *You can play with keyboard, an Xbox 360 controller, or touch.

    *Haven't tested it in Firefox. Works great in Node Webkit and in Chrome. Does not work in IE.

    *It's being developed with desktop in mind.

    *The upgrade system isn't exactly implemented in the demo. Instead of leveling up through XP, you level up pieces of equipment. These can be seen in the status menu.

    I've since started a complete engine rewrite, in order to simplify and better organize the game systems. I've also included Spriter into the workflow as well, due to just how damn easy it makes animating and how much smaller the filesizes have become. I'm also making the event sheets easier to read so I can possibly get other people to help create assets, since currently it's just me doing all the graphics and programming.

    The UI and controls have also gotten overhauled. I've since modeled the controls after an SNES controller. The demo does not reflect this, but I thought I might make a note that the controls and UI in the demo are far from final.

    The overall feel of the gameplay should stay relatively the same, unless some folks can give some awesome suggestions for improvements. The plot and music will also remain the same. Anyway, let me know what you guys and gals think!

    P.S: Please don't ask me to make the game engine available. It's about 20-someodd interlocking parts and if one breaks, everything breaks. I can give pointers on what I've learned and how I've gone about it but it really is a complex animal that you need to build yourself, otherwise you'll never make anything with it. Plus, I don't want to have to provide technical support on it. And it's not even finished. Forgive me!

  • No need for an "Every Tick". Your loop is already running every tick.

    Trying to use Triggers inside of Loops isn't going to work, if that is in fact what you are attempting to do.

    I'd suggest not running your Player Control Systems as a "For Loop". Instead, try a "For Each" loop. Something like this is what I assume you want: https://dl.dropboxusercontent.com/u/20459682/MultiplayerGamepad.capx

    "Trigger Once While True" is a looper's best friend.

  • +Enemy.Health = 0
    +Boss.UID = Enemy.UID
    -> Boss.Speed = 100

    Should work. Works for my game.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • I tried viewing your capx but you're using a plugin I don't have and I'm not too keen on downloading a third party plugins that I'll never use.

    However, you should be able to multiply variables simply by doing what you just did. What is the result that you're getting?

  • Link to .capx file (required!):

    https://dl.dropboxusercontent.com/u/20459682/ReplaceColorBug.capx

    Steps to reproduce:

    1. Create Tiled BG.

    2. Add 3 Color Replace FX's to Tiled BG.

    3. Place in viewport.

    Observed result:

    If Tiled BG is in viewport, upon being visible it creates an Assertion Failure.

    <img src="https://dl.dropboxusercontent.com/u/20459682/AssertionFailure.png" border="0">

    After the error message shows up it will display properly.

    Does not occur with Sprite Object.

    Expected result:

    Tiled BG should just show replaced colors.

    Browsers affected:

    Chrome: no

    Firefox: yes

    Internet Explorer: yes

    Operating system & service pack:

    Windows 7 Service Pack 1

    Construct 2 version:

    r147

  • I got rid of it awhile back, sorry. I'm also working exclusively with Construct 2 now. I'm almost ready to show off an Action RPG demo for that soon enough.

    As for this, the only thing I had left was some shoddy groundwork. The original demo I had put up is gone gone gone...

  • Took a little finagling but it works pretty great now. Boy do I feel sheepish. Thanks Tulamide!

  • I'm making an RPG game with an unlockable slot based inventory system. At Level 1 there are 8 slots available, at Level 5 there are 16.

    In my GameData array (which controls all the player modified variables for save files) I store the inventory data in the Z axis, specifically (0,3,1-16). (0,3,0) is where I store the player's currency variable.

    Each slot, 1-16, holds an ID number that corresponds with an item from a different array, ItemDB. If the ID is >=0, then the item slot is filled with an item. If the ID is -1, the item slot is empty. If the ID is -2, the item slot is locked and needs an upgrade to be unlocked.

    How do I auto-sort these items in a 3D array for just that small Z-axis segment from ItemID to Empty to Locked? I found some good examples for a 1D array, but nothing for a 3D array. Basically, this:

    0,3,1  : 12
    0,3,2  :  8
    0,3,3  : -1
    0,3,4  :  3
    0,3,5  : -1
    0,3,6  :  3
    0,3,7  :  5
    0,3,8  : -1
    0,3,9  : -2
    0,3,10 : -2
    0,3,11 : -2
    0,3,12 : -2
    0,3,13 : -2
    0,3,14 : -2
    0,3,15 : -2
    0,3,16 : -2

    to:

    0,3,1  :  3
    0,3,2  :  3
    0,3,3  :  5
    0,3,4  :  8
    0,3,5  : 12
    0,3,6  : -1
    0,3,7  : -1
    0,3,8  : -1
    0,3,9  : -2
    0,3,10 : -2
    0,3,11 : -2
    0,3,12 : -2
    0,3,13 : -2
    0,3,14 : -2
    0,3,15 : -2
    0,3,16 : -2