megatronx's Recent Forum Activity

  • +100

  • I have an outline for an MMORPG. In most MMORPGs there are npcs at shops, in dungeons, etc. BUT this would be different! No npcs, EVERYBODY is played by a real gamer. You could be a shop owner, traveling merchant, mercanary, etc. Differnt factions fighting against each other, You could be a bandit in a dungeon raiding towns, etc. I know this idea would be too hard to create without a huge development team and $$$$$$. Just venting ideas.

    There r games like that: ultima online & heaven and hearth

  • >

    > Interesting. I tried one off flappy bird's clones on the forum and it was running pretty terribly. Wanted to check something professional.

    >

    Feel free to try a few of these: https://play.google.com/store/apps/deve ... dios&hl=en

    Ninja Legacy is a full blown RPG, lots of assets, stages, bosses and plenty of animations. Runs absolutely great even on old dual cores and 512mb ram devices. Firewall is a Shoot Em Up, and there's a Flappy Clone there too that works fine on every thing I've tested it on so far. Really, if you can't get a flappy clone to run on mobiles, its a user error and not C2.

    Coding for mobiles requires optimizations from the start of the development process. But certainly C2 for mobiles works great.

    Great! Will check it out. Cheers.

  • > Could I test how it works on my android tablet? I have duo core 1.2ghz and 1gb of ram

    >

    Not yet, still under construction. I've been testing it as I go previewing over wifi on mobile chrome browser. Performance would be similar to compiling via Crosswalk.

    So far it runs great on my old Tegra 3 tablet, as well as the older HTC One X from 2011. From my experience with my other big mobile game, Ninja Legacy (https://play.google.com/store/apps/deta ... lite&hl=en), it should have no troubles running on dual cores with 1gb ram, as NL ran (very smooth) on my very old HTC Incredible S which has a 1ghz dual core and 512mb of ram only.

    Interesting. I tried one off flappy bird's clones on the forum and it was running pretty terribly. Wanted to check something professional.

  • Could I test how it works on my android tablet? I have duo core 1.2ghz and 1gb of ram

  • peterbot1970

    jbickel

    megatronx

    Williams Defender was the inspiration for My last game,

    play the demo here...

    https://dl.dropboxusercontent.com/u/146 ... index.html

    Bit of a blatant plug, but what the hell... <img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing">

    <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile"> Well done!

  • > I now have loads of prototypes I can use in making one bigger rpg game.

    >

    That's my problem as well. I have a ton of cool stuff lying around and no easy way to integrate them into a big game. When you try to group all those prototypes into one big game, your code starts looking like spaghetti.

    Yeah, but you can organize it with different event sheets. Somewhere on these forums is an image I've made of how I organize my event sheets, if you'd want to look it up. Have no problem at all. Also I know that when I will be "gluing" those prototypes together I will be using them only as guidelines and try and write them more optimized.

  • thanks.

    But the behavior i need is as follows:

    Button pressed --> show next frame unless already at max frame, then show frame 0

    I imagine loop would just loop through all frames without "waiting" for the button to be pressed. Or, is there another way to use loops?

    Ok, what you need is a local variable "frame" (you can call it anything). On press the button, set "frame" to "frame"+1 and set object animationframe to "frame". And make a condition If "frame" > objects frame count then set "frame" and animation frame both to 0.

    EDIT@ Oh there is the operator already. Cool.

  • EDIT@ Don't think I've got it right. >.>

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  • I did a working prototype of Defender. the stages were not done yet, but all running well, except from collision detection when aliens were kidnapping the people, which I couldn't find way around, and in the end left it. Back then it seamed to me that at fast moving speeds js was just working to slow, because what was needed was to switch off collisions only for certain objects and only for short periods of time. Also I'm not great at math so had trouble with some alien ships movement patterns - had no idea how to reproduce from original except for lander hovering above the environments. Was extremely proud of the map loop engine which was working perfectly :>

  • I do one project at a time but outside of it I'm doing art, music and writing to keep imagination going.

  • Well, I from the other hand stopped worrying about what is not included in construct and programmed everything myself from scratch only using build in objects and plugins. I did write fully functional and complex Inventory prototype that can be controlled with a pad, and with inclusion of whole rpg system maths to get the right stats values after changing the equipment, which took my 2 weeks roughly. I also did saving maps to external file, which works like a charm even when reloading in real time. Can't remember how long that took me but it was few days. Other times did stuff like random maps, looping maps, different types of ai, dynamic music, dynamic levels system and more. So as much as I would like some things to be simpler and even pre-made to be modified, they are not here yet, or will never be, and so best way is to just get on with it, and use what you've got. I now have loads of prototypes I can use in making one bigger rpg game.

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megatronx

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