rosareven's Forum Posts

  • Hi there,

    Sorry if this has been asked before but I'm having trouble finding an existing thread about this. Could be using the wrong keywords...

    Say you are making an isometric game, and there's a building in the middle. Supposedly if your character walks in front of the building you can see your character, and if your character walks behind the building you can't see him. Is there a way to do this "hiding" transition in-between walking behind the building, without abruptly turning your character's visibility off when you haven't completely walked over to the back of the building?

  • Hi there,

    I've been a big fan of various turn based games like NetHack style roguelikes (time passes when you take a step), Shining Force, Fallout 1 & 2, Arcanum (which uses the same system as Fallout 1 & 2) etc. Lately I've been musing about adopting that style of combat where players have time to think their actions and make a choice.

    Never mind how difficult this may be in Construct 2, I want to at least try anyway. The following is a list of what I like and would like to mix together from other turn based style games:

    ASCII roguelikes

    Time only passes when you take a step or an action. You can move as quick or slow as you want and it won't affect the status of your game play. This let you have time to make decisions in hectic battle but also let you breeze through pests.

    Fallout 1&2, Arcanum

    You can switch between real time or turn based combat, which again let you breeze through pests or give you more time to make choices for combat actions. Additionally, your character has something like a charge that regenerates over time, determining how many things you can do before it's someone else's turn to do something. The charge cost of the action also says something about how long that action takes to complete. For example, it takes a charge to walk one step and 3 charges to reload your gun.

    Baldur's Gate

    Real time combat with auto-pause option when it's your turn to do something, so you can still think for your combat action or breeze through pests.

    Shining Force

    A completely different game from the above, but I want to toss this into the mix of inspirations here because, perhaps a character's movement in a turn based environment in combat can be restricted by a boundary of freedom, rather than costing charges to move, and charges can be used for non-movement related actions like casting a spell or swing at a direction.

    I'm sorry if these sound confusing to you. Please don't hesitate to say so and I'll be happy to clarify. Just want to start a discussion and idea exchange about reviving these turn based elements in games. What are your thoughts? Or confusions?

  • I've been dabbling with the basics of Construct 2 for a month now. Some of the more advanced features that I initially ignored are now starting to interest me. One of these being event groups.

    I can't seem to think of a situation where an event group would come in handy. All I know is that it can be activated or deactivated to enable a series of events at once. How does this differ with the use of sub-events?

  • Thank you for sharing the sprites DravenX. Any freebies are good freebies =D

  • Thanks again Kyatric. PNG 8-bit compression sounds exactly like what I need then, and it's good to hear that the alpha channel remains.

    Good to know about Webstorage though, it's going to come in handy!

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  • Indeed I can (or can't, either) imagine the todo list reaching the size of the cosmos, so I don't want to sound demanding about it XD

    Thanks for the type Kyatric. I hear from HBGames that there is a plugin for saving data into cookies as well. Would that assist games with a lot of image resources in any way?

  • Is it possible in Construct 2, or would it be asking for too much as a feature request?

    Right now when we load a Construct 2 game, we load the entire HTML5 page before we start playing. If we make a game with large world and a lot of image files, that's going to take a long time to load. If images can be loaded on demand (eg. where the camera is showing, plus a margin beyond), it would be possible to have a large world without either split the game up, takes too long to load, or having to shrink the game.

  • I got a late announcement from Sydney, Australia here. Unfortunately I can't afford to spend time on more game making because I'm already working on one for HBGames contest. Was going to mention the event here and ask you guys to spread the words of Construct!

  • I read that we're supposed to use the free edition of Construct 2, and then I read that we shouldn't worry about the rules. I'm confused. <img src="smileys/smiley5.gif" border="0" align="middle" />

    I started working on a game using the licensed version of Construct 2 around 3/17/2012 and it has 127 events and 1 family. And at least 10 of those events is just to keep the event sheets organised. Can I enter it into the contest, or do I need to try to trim down the number of events?

    What Venetia meant regarding rules was the grey-zone / nitpicky stuff like the use of plugins, potential cheating around the rules etc due to different programming experiences from different contestants. You do either need to use free edition, or keep your game to the free edition's limit, because the point of this contest is for us to win a standard edition of Construct 2. It would be kind of pointless to win a standard edition with a standard edition-made game.

    That being said, your game needs to be less than 100 events, less than or have at most 4 layers, and doesn't use families.

  • Hi,

    I hailed from HBGames, joined the forum yesterday after I decided to participate the Construct 2 + HBGames contest. I have never made a game before, despite having played plenty of them, but my creativity has been itching for action and I can't hold it any longer.

    I enjoy telling stories, although rather than telling it in good ole text format, I decided to try a little twist - telling a story in the form of a game. An interactive story, you may say. This is what motivated me to look into the possibility of using a game engine.

    I've researched many engines recently, Construct 2 included. The HBGames contest is going to motivate me to really make something real for once, instead of endlessly planning and researching. I might find myself jumping between many different engines, but for now Construct 2 is my choice due to the contest.

    By the way, I'm a full time office admin and part time IT student (non-gaming development related degree), and game making is just a hobby that I have adopted recently. I don't plan to make anything serious, just want to tell a story!

    That's enough about me. Looking forward to share my creations in the near future!

  • Hi,

    I thank you for this lovely plugin. This is going to make me sound dumb but I'm having trouble understanding how this plugin works.

    For now I will use your capx as a template to modify upon, but is it possible for you to show a more step-by-step tutorial?