dgibbons82's Recent Forum Activity

  • A text based RPG is basically events driven by text and imagination. Instead of controlling a character you read text and select a response.

    I found this game example but it's a review fr the New Yorker. May be helpful: I may look into other software for such a game. I'm thinking we could do it by having a few text objects:

    Text for Story (Where story takes place)

    Three text options for possible responses (what player does in a situation)

    It would be mainly event driven but have a bunch of set text events. Probably a horrible way to do it, but certainly makes it possible.

  • I'm just curious if anyone tried creating a text-based RPG in Construct2. If so, do you have any tips?

  • Let's suppose you have a game similar to what is shown in the Flappy Birds demo. In the demo, the window size is 400 x 500. The game and the layout look appropriate when using Letterbox scaling, but Cocoon JS doesn't let you wrap with letterbox scaling. Scale outer mode looks OK in browser, but doesn't fit on a phone display. I tested on a Galaxy S5, and the scale outer mode appears to show a lot of space above and below the window size. However, if I adjust the window size to 1080 x 1920, then the game looks good on the S5.

    The problem that I'm running into is that the memory usage greatly increases with the size of the window. A window size of 400 x 500 doesn't use much RAM. But increasing the size can make it unplayable on some devices.

    I've read the tutorial for designing for a certain aspect ratio such as 4:3 or 16:9. I can use a 16:9 resolution as the window size, but any sizes lower than 1080 x 1920 will result in obstacles outside of the layout appearing on-screen.

    Is there an ideal workaround to make up for the fact that CocoonJS doesn't support letterbox scaling? I used black letterbox images on the top, bottom, and right side.

    Also, is there an ideal RAM usage amount? I know that you want to get it as low as possible. I built a game with 54.7 MB RAM usage and the game played great on devices with 2 GB RAM, but lagged on devices with 1 GB RAM.

    Any suggestions for either question would be very helpful. Thanks in advance for taking the time to read and respond.

  • Figured it out. Thanks LOF. Thanks also A0Nasser for the demo.

    The correct setting was:

    On any click, set vector Y to - 500

    On start of layout, set gravity angle to 270 degrees

  • There are a few ways to achieve this, first you can use Y vector instead of jump with positive and negative values for up and down.

    The platformer behavior also has an action to set gravity angle, so you can change it to pull up.

    You should disable Default controls and set your own set of events, then you can choose which key does what and when.

    Excellent! Thanks. It's nice to know I was on the right path. I set the vector Y - a negative # and the correct gravity angle to pull up. My issue is that my jump (event triggered on any click) is completely ignored. I'll keep playing with it. Thanks for confirming that I was on the right path!

  • For example, suppose my main character is a ghost that floats, and I would like to make the ghost "dive" down to the ground (platform) and then return to the same height from which he started. I basically want to reverse the jump. This would be reversing the direction of a normal jump that is performed by clicking (in my example).

    Another example would be that of a swimming fish. I want the jump command to arch the fish down and then back to its original starting height.

    Any tips would be greatly appreciated. I can't attach a CAPX but was just "fishing" for suggestions. (Pun intended)

    Another way to ask this question would be: Can movement be completely reversed? In case I wanted to introduce a level where up is down and down is up.

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  • First thing in my head is to have a global variable that mimics the points, but resets on each 10.

    So, whenever your event adds to the points variable, have it add to another variable too. Then reset the second variable every multiple of 10 and add 1 to speed.

    I like this idea. Thanks. I'll give it a shot!

  • if (points % 10 = 0) add 1 to speed

    translate to C2 code and should be right

    Thanks for the suggestion! I was able to get the syntax correct so that speed increases by X amount when points reaches every 10th multiple, but the speed just continues to speed up until everything is a blur. I'll have to dig into a bit more to see how to increase the speed once, and not continually after the condition is met with a multiple of 10. Right off the bat, it appears that it keeps adding X amount to speed when the player reaches 10.

    I appreciate the response. I'll keep working on it until I get it right, and I'll post my resolution here if I find it before someone else is able to reply with the Construct 2 solution.

  • I'm new to Construct 2 and I'm loving the software so far. Excellent work, Scirra!

    My only question so far has been in regards to variables and setting values. I have a Global Number called "Points". Points will reset to 0 at the start of the layout, and will increase by 1 each time a specific action occurs. I would like to be able to increase another Global Number (speed) every time "points" reaches a multiple of 10. The idea is to increase difficulty as the player reaches 10, 20, 30+ points. I can manually enter the events by using the "set value" event when "points" = a multiple of 10, but I feel this isn't the smartest way to create this functionality. Although it may not matter as the game will become nearly impossible after a certain amount of points for the really good players.

    Any suggestions would be greatly appreciated!

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dgibbons82

Member since 30 Aug, 2014

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