AndersK's Recent Forum Activity

  • Here's an old prototype I did when I first started working on the concept for my turn-based RPG! I made this quick demo in about two weeks and just made it it show friends, mostly, and shop around to see who'd be interested in an RPG like this.

    https://youtu.be/HCEnpxe1RuI

    It's really amazing replaying this after everything I've been through with this project. I used FF4 sprites as stand-ins and the project has really evolved since then. I can't wait to share more info soon! What do you think?

  • Well I am unsure exactly how you have your game setup, or I can't really gather what you might have in your head, etc. But let's see...

    If I was to do that, I might have one background with many animation frames of the different backgrounds I plan to use. Then maybe when it's time to transition to another background I might do a quick screen flash with sound effect, then have an event change the frame of animation, and then fade the flash to reveal that the background had changed.

    It would be super simple, not take too much resource, and be effective enough to demonstrate a different phase to the player. All while staying in the same layout.

    Could work?

  • Nice! It def. feels Kirby-ish! Great job!

  • Awesome! I'm actually interested in this. Especially with Tiled being... the way it is. Are you planning on releasing a web version or will this be dedicated to desktop builds?

    What's wrong with Tiled?

  • In the left panel when you have a layout selected in your hierarchy it will give you an option to select an event sheet to use in a layout.

    If you want to use more than one event sheet in a layout in the event editor right click and select "include event sheet".

    It works sort-of like includes when using code. So you can have multiple event sheets running within one layout.

  • Congrats to all who won! I will keep a look out for the first placed winner!

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  • This looks AMAZING!

  • I got an turn based RPG prototype running in C2. It works really well! I also added some interesting game play mechanics like button combos and stuff to the attack sequences to spice it up a bit, etc.

    Now that I know that C2 can handle this, and run it properly I'm going to roll with it and write a story, and start doing art assets for an RPG game. Which has always been my dream to do one.

    A lot of people throughout the years of lurking on the board have always asked about making RPGs and stuff, but honestly it wasn't that difficult. I sort-of played it off as a thing that just wasn't worth my time to do in C2. So now I don't fully understand why it's been so much trouble for people? It's just a lot of variables and math, I guess. I guess that the math is what trips people up?

    Anyway I'll start posting more soon after I stop using ripped sprites and get some actual "game" stuff in production! <3

  • I agree with Mikehive, it seems like an includes issue. But I don't know unless I see anything first hand. Also did you select from the event sheet and like drag and drop into the group folder? Sometimes when you do that you might select just the action itself, and not the entire event.

    That could be happening, and I've done that before!

  • I'm working on a turn-based RPG using C2. I've got a pretty decent battle system working. Currently working on battle transitions! Right now I'm just prototyping and most the art is ripped from Final Fantasy 4!

  • This looks familiar? Not the idea of the Courier, but the game play mechanics of another C2 game. But I don't think that was ever released. Did you ever post prototype vids of another game you were working on? Anyway, nonetheless, it's lookin good!

  • Hey Construct peeps!

    I've been working on a small game, and I'd like a few "heads ups" when exporting my project! These questions have probably been answered before somewhere on the forums, and the tutorials. But I'd like a few tips about general experience from users when exporting.

    Right now my prototype is running decently when exporting to the web. But when I export to XDK and package it to an apk there is a bit of slowdown, and funkiness. I know a lot of it is probably because there is a lot of bloat in my game from just hammering it out to get things to work for testing purposes. I figure that's contributing a lot to the overall problems I am having. So once I optimize everything, and put together the final product it might run a little better, I'm assuming.

    Anyway a bit about my game. It's an endless runner. I would like to export to Android, iOS, possible Windows 8, and a web version (kongregate, etc.) I'm guessing with just wanting to generally share it around on so many platforms I'd put together my final product as a "barebones" type, and then build the different dependencies that would make each build run the best for that platform.

    But going off of your experiences what should I look out for the most? Is XDK the way to go for Android, since I know there are a couple of different options? Since it is a bit more action-y and briefly makes use of webGL effects what will give me the smoothest build?

    Any, and all, suggestions are greatly appreciated! I'll continue scouring the forums and tutorials too! So please link any articles or posts that might be beneficial!

    Thanks! <img src="smileys/smiley9.gif" border="0" align="middle" />

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AndersK

Member since 26 Mar, 2009

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