Stomphoof's Forum Posts

  • So I had a concept in mind of a top down dungeon crawler with procedural generation and very basic RPG elements.

    I am not sure, however, how to go about setting up procedural generation in Construct 2 of even if thats possible.

    The basic idea would be to create room tiles with entrances and exists clearly marked, and have the game put them together in such a way as to make sense, with an entrance and exit tile always connected by a clear path. I guess each "Room" would have a premade encounter that would trigger upon entering it.

    My second issue of course is going to be moving from room to room like Binding of Issac or Legend of Zelda.... I have yet to figure out how to work that one out lol Its been a LONG time since I messed with CS2 so its time to get back on the horse so to speak haha. I want to develop this for both PC and Android OS so its gonna be pretty basic.

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  • Basically I need a way to create a simple text file for a quiz game project, that would hold player names as well as scores, and would both read info from it as well as write to it. Basically the idea is to edit the text file with player names prior to loading the game, and then once the game loads it reads the text file and arranges the "players" in order to be selected. Then, as that player answers questions under their name, they earn points, which are written back to the text file with their info (or another file).

    Also, I need to figure out an easy way to load multiple choice questions divided by category and difficulty so I can generate a random question each time someone goes to answer one (and if possible setup a way to not generate the same question twice)

  • Yes, turn-based online multiplayer is possible in C2 using the websocket or Ajax object.   There are also a few 3rd party plugins for multiplayer, but I haven't done much experimentation with them. I created an online multiplayer card game using ajax requests, a php server, and a mySQL database. Here's the topic I posted about it. If you scroll to the bottom, there's an explanation of how the multiplayer works.

    This is exactly what I was looking for. I have a similar idea but bit more complex. Its going to be the most complex thing I have ever come up with. I am going to mock it up as a board game first to make sure it works, and then move to the video game world (possibly)

  • Just a simple question: Is asynchronous multiplayer (say 2 players against each other) possible right now?

    Or is this a planned feature?

    And if its possible, how would you go about doing it?

  • Stomphoof Yep, just set the tag in each of your play audio actions. Then make your condition check to see if that tag has stopped playing.

    You might want to make the "test >= 0" when into an else though, because right now it will always play BGM1 since test is always greater than or equal to 0.

    That was more about the actual events then the conditions of em. I was just stuffing numbers in places haha

  • use choose

    So something like:

    <img src="http://i.imgur.com/Gglb65v.png" border="0" />

  • New question! I want to randomize my background audio while the game is running. IE When one track finishes another track starts, randomly chosen from a list.

    I also want to randomize the audio when an object is destroyed!

    Now, the only thing I am thinking of is using families for this? Is that even possible? (I do have a personal license)

  • Yes this option was definitely added as part of a recent update.

    Under the 'View' menu at the top there should now be 2 checkboxes: 'Snap to Grid' and 'Show Grid'

    EDIT: Oh dang, not quick enough!

    Freaking perfect! :D This will make my next project much much easier! :D

  • View > Snap to Grid

    You can change the size of the grid on "Grid width" and "Grid height"

    I figured it would be something easy like that haha.

    I assume that this lets me SEE the grid as well correct?

  • Simple question. I am pretty bad with distance in this software, which causes walls to jut and not line up properly. I am wondering if there is a way to get a grid overlay that I can snap pieces to for when I am designing a layout. I could use that to do things in a much more precise and even manner.

    Thanks!

  • I hear a lot about this Spriter thing. What is that?

  • Stomphoof if you went through the platformer tutorials you have most likely already used it and just don't remember. :)

    BluePhaze I have a crap memory so that is a very good possibility.

  • Thanks guys. I will have to take a look at that video tonight. Along with your other beginner vids there ArcadEd :P

  • Now this I had not thought of. So a box for the main character sprite (lets call it PlayerColl) and then a box that spawns around the sword to check on collison when the swing happens? How would I keep the box pinned to the sword in that case to make the swords shape (or weapon shape) match for collison?

  • So I am in the planning stages of a 2D forced perspective Action RPG, akin to Legend of Mana and the upcoming indie game Cryamore.

    More like Legend of Mana in design. If you have no idea what that is look it up on Youtube, amazing game.

    I was pondering, however, how attack animations would work with melee weapons in a side scrolling action game. My first thought, and I am hoping I am correct here, would be to have the weapon sprite as a seperate entity, and have the player spawn the weapon sprite (at a particular animation, lets say SWING) while they animate the attack animation.

    Am I correct in thinking this is how it would work? Because if I have the player themselves animated with a sword, then having them hit an enemy would trigger both themselves getting damaged as well as the enemy, which says to me that the weapon sprite must be seperate, but I must also seamlessly integrate it with the sprites attack animation somehow. Not sure how I will do this (I assume spawn at image point)

    And then there is doing multiple animations so it doesnt feel stiff, but that is something else I will worry about once I figure this out 0_0