machrider's Recent Forum Activity

  • One thing I'd like to see is being able to control the bones through events, and making it so you can apply force to joints and move them based on conditions. That way you could make procedural animation that reacts dynamically to whats happening in the game rather than just having static looking animations.

  • This was amazing. More and more its becoming apparent that Construct can do amazing things in 3D despite being a 2D program.

    My only wish is that Construct had a 3D Mesh object. Then we could really see things like these take off, even better than before. It's unfortunate that the need for it is misunderstood and thus not planned for development, and even more unfortunate that people seem to write it off or scoff at the idea whenever its mentioned.

  • R.I.P Ashley.

  • It's a shame networking in games is so important these days. Playing games with other people should never be done, no one enjoys playing games with friends!

    Was that sarcasm?

  • Actually, I just remembered a good example for the second thing I mentioned. Some of the Bomber Man games use that very style of movement (player can move any amount of pixels in any direction but is still restricted to the grid).

    I was going to edit the topic and just say bomber man style movement rather than that long example I just gave, but it won't let me edit the topic. Whatever, I just wanted to at least mention that somewhere.

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  • i dont see why it couldnt be made, the gameplay seems strictly 2d.

    for some reason it looks like the graphics are voxels to me, im prolly wrong tho

    They're cel shaded polygons actually. I have the game, it is pretty damn impressive looking in person.

    As for Construct, it could probably make something like this if it had 3D mesh support.

  • I apologize for bumping an old thread, but the link on this one doesn't work and I was wondering how to go about making a grappling hook for a game idea I had. Would either of you, QuaziGNRLnose or linkman2004, still happen to have the examples of how to do this?

    Willhostforfood seems to not have the file anymore. And linkman2004 you said you have an improved version of this, which I would really like to see if you still have it. Thanks.

  • For the grid movement, there should be an 8 way movement option, so that you could move your character diagonally, like in the original Mother (known unofficially as Earthbound Zero) game for NES, for example.

    There should also be an option so that the character moves like a normal 4/8 way movement but has its movement restricted to the grid. I'm not quite sure how to explain this, but several old RPGs on the NES have this kind of movement.

    Rather than moving 32 pixels each time (on a 32 by 32 grid) when the player presses a direction, the player moves as long as the button is pressed, just like a normal movement, but is always aligned along the grid.

    For example, say if you move 2 pixels to the right, then pressed down. Rather than going down from your current position, the sprite would finish moving 30 pixels to the right then proceed to move down. Yeah, like I said I am really not good at explaining things but I hope that makes sense.

    Also, I was thinking that it would be cool if there was an option to enable gravity (and I guess jumping as well) so that you could have a grid based platform movement like in Lode Runner (or Bananarama, an old klik game made by Natomic from a while back http://www.classic-trash.com/gameInfo.php?gameId=710).

  • Don't worry. DirectInput is already equipped to handle everything. You don't need to program it for a certain amount of triggers or anything like that. DirectInput supports whatever joystick you plug into the computer, whatever is detected in the Control Panel. If they use DirectInput, it can support pretty much everything, multiple triggers, analog sticks, even things such as force feedback.

  • Just make it use DirectInput (which is probably what Rich will do based on his earlier posts I've read) and it will support everything, including dual analog controllers.

    Then I can finally make a dual analog shooter like Gunroar or Geometry Wars.

  • RPGs are more complex than most video games because RPGs themselves predate video games. They are one of the few genres that actually existed before electronic games were even invented. I'm of coarse talking about pencil and paper RPGs. You know, games like Dungeons and Dragons which use huge sets of rule books and dice with over 20 sides, etc.

    Although video game RPGs are a lot more simplified than the oldschool pen and paper variety, they still inherit many of the same rules and characteristics.

    When it comes right down to it, an RPG is really a game of stats and how to calculate those stats and translate them into a gaming experience. Things like, if I use this weapon combined with my character's "strength" statistic against the enemy's defense, how much damage will it inflict?

    Also, if I do try to attack the enemy, what is the probability based on my "luck" statistic that it will succeed and not miss?

    Or even things like, how many steps will it take to trigger a random encounter based on the last time I encountered an enemy (or maybe even based on my characters stats such as luck or speed)? When my character levels up, by what values will the rest of his/her stats by multiplied or increased by?

    All stuff like that, a lot of stats and calculations mostly. Note that this is a VERY simplified explanation and I'm mostly explaining the type of math you'd have to use rather than showing it. But you get the idea.

    Then there's also things like inventory systems (mostly a set of variables or an array), dialogue system (or dialogue trees, if you want a multiple choice nonlinear dialogue system), and shop system (basic math like checking if the player has enough money to buy something, or how much money to take away from his inventory after buying something, etc.)

    and then of coarse everything else that goes into an RPG including basic things like story, graphics and music.

    But the core of an RPG is statistics. If you're going to start an RPG, the first thing to do is set up a statistic system for your characters.

    The first thing you want to set up are global variables such as Strength, Defense, Magic, Luck, Dexterity, and whatever other statistics you feel are appropriate for your game.

    Then you'd design the rest of the game based around those statistics, starting with the battle system which is the main feature of any RPG. And then like I said, set up events to use and calculate those stats in order to translate them the basis of your battle system, leveling up system, and everything else.

    Just a warning though, this is all much harder than I'm describing it. This is a very simplified explanation, but keep in mind that RPGs are one of the most complex types of games to make. But if you wish to try anyway, your best bet would to start with the basis of any RPG system, which are the stats and rules of the game, and how those stats are used to play the game. Again, this is all much harder than it sounds.

    But in my opinion, please start out with something simpler before trying to attempt to make an RPG, especially in Construct.

    But if you want to make an RPG, it's probably best to use something like RPG Maker which takes care of the whole issue of statistics, inventory, battle systems, and pretty much everything else that would normally make it pretty damn hard for you to make an RPG from scratch. Even a beginner can make a pretty decent RPG game in RPG Maker compared to what it would take to one from the ground up in Construct or even any other program for that matter.

    But as for learning Construct, start with something simpler like a platform game or maybe a shoot em up. Because, to be honest, even some of the most experienced Construct users on this board probably wouldn't even try to finish making an RPG due to how complicated it is to make one. At least try to become more experienced before you even attempt it yourself.

  • Yeah you have to use physics to do that. However, I'll try to think up some method where you can quickly convert your bone structure into a physics ragdoll, because that would be awesome if when you character dies it just turns into a rag doll

    haha, yes! that would be sweet.

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machrider

Member since 12 Jan, 2008

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