rosareven's Forum Posts

  • Hi Draspur,

    My steam name is rosareven in case you missed it.

  • There is a lack of tutorial for turn based RPG, and for a reason: Construct 2 is geared towards action-oriented games out of the box. To make any sort of RPG, there are only a few plugins dedicated to partial RPG features. You have to put together your own inventory systems, organise your own variables etc instead of having the engine to magically spawn a character with stats, skills and everything for you to modify.

    That being said, even the simplest turn-based RPG is going to be a challenge in Construct 2.

  • I do remember being told not to use globals in programming outside of C2, such as Java and C++. Forgot what the reason was now though.

  • Kiira I'll take a more simple template if it can be more simple. Better make every pixel count the easier way.

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  • That's also what I'm doing so I don't suppose there's anything wrong with that. Variables are easier to retrieve via point and click whereas you'd have to type out Dictionary.At everytime you retrieve something from the dictionary, but it won't make a difference.

  • Kiira If you don't have anything else to do, I'd love to take some more characters of yours that are made with that template! Or not with that template, it's all up to you. I just want some live examples to learn from.

  • Couldn't agree more.

    In my personal experience, all the games that I enjoyed are ones that developers have shown to really enjoy making the game. It's kinda a weird feeling - as you play such game you can just feel how elaborate an action was implemented, how detailed an action was, like you're reading the developer's mind.

  • I think global variable is referring to the variable unit on top of the event sheet, not global storage like dictionary. In contrary, I see a lot of people recommending global variables as the fix of a problem, especially for transferring data across layouts.

    What I suspect the problem is that, if you have a lot of layouts doing their own things and you use global variables to do this, the scope of the variable becomes blurry quickly. Like, a monster in layout 1 has a global health of 10. You hit it and it's reduced to 5. In layout 2 that's supposed to be reset to 10 but its health is going to stay at 5 because of what happened in layout 1.

    Dictionary and array, I believe, are highly encouraged. You can even make multiple dictionaries instead of just one depending on how you want to organise the data.

  • Game selection isn't the console's own fault. But I can see where the criticism come from, unfortunately.

  • Thank you for doing this. This is also going to be helpful for the whole RPG genre in construct 2.

  • Thank you again Kiira, that's a pretty awesome job. Get some rest and take care of yourself!

  • You can see how many posts there had been in yesterday alone under New Post, the button on top.

    I agree with GeometriX that most people come to this forum for technical things rather than community discussion, as there are many other places on the internet dedicated to game design and development philosophies.

    The documentation and FAQ have also become so comprehensive that not many new questions could be asked.

  • Yeah the ajax fix is a blessing, but XML object is still listed as incompatible in Ashley's export to Cocoonjs page. I think XML is incompatible on CocoonJS's end.

    A finite state machine (spreadsheet) style model should still be a good alternative though. Something like this:

    <font face="Courier New, Courier, mono">

          |Normal|Happy |Sad   |

    Joe   |Yo.   |lol   |Nope |

    Doe   |Sup. |rofl |gtfo |

    Mary |Hi.   |Haha |...   |

    Sue   |Hello.|Teehee|...   |

    </font>

  • Very controversial, I reckon. There are good points and there are some that really just come down to personal preference. It also seems to target AAA games in general - a lot of the points in regards to irritation aren't common with indie games.

  • Not sure why the namesake "dictionary", but it's like the idea of a hash table, where you refer to data instantly by its key instead of trying to find the data by looping through the entire table. (Dictionary is still different than a hash though, hash cannot be looped and dictionary can.)

    The difference between array and dictionary only start to show when you're handling thousands of data. I don't know if Mass Effect even has that many dialogues. So it's a personal preference on how you want to search the dialogue.

    XML is made to be a tree structure. I didn't mention XML because I thought it's still having problems with CocoonJS for mobile conversion. Not sure if there's any update about that now.