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  • For the Scroll to behavior, you also need to set "Unbounded scrolling" in the properties for your layout to Yes. By default it is No, so the camera won't leave your layout.

    You should go to your particle and every tick "set position to another object" and choose your player and then choose which image point it should follow.

  • It's looking cool, you have a nice kickstarter video, and a lot of page content! I like it! I shared it on twitter and I'll try to back it before time runs out.

  • Oh, look! A waterfall! It looks even cooler in motion.

    Click for full size

  • Oh, look! A waterfall! It looks even cooler in motion.

    Click for full size

  • [quote:2ahux7gt] you may want to see some of the art resources in the rpg maker (vx/vx ace/xp) communities

    I have had a bad experiance with rpg maker but i looked for sprites and all i found were sounds! Thx anyways

    I said look in the rpg maker communities. Ie, forums. People there make endless spritesheets, tile sets, backdrops, and then whole generators for sprites.

  • I don't have resources I can really provide other than you may want to see some of the art resources in the rpg maker (vx/vx ace/xp) communities. To get you started, you'll likely want to use the 8-direction movement behavior on your character. If you're new to development, I recommend using the tilemap plugin and build your maps out of tiles like that. You'll need to familiarize yourself with arrays (or dictionaries) in-game for handling the large amount of data in most rpg's, and you'll need to come up with a good state-management system for yourself if you're going to make a battle system. It is no small task, but it's very rewarding to see it start to come together. I can't really provide a capx--I don't think mine would help greatly anyways since the game has gotten so large. I wouldn't expect anyone to pour through 2,500 or so events to learn things. But that also brings up a limitation you'll have with the free version--you can only use 100 events.

    Perhaps a nice route to go would be to make a few small prototype-style games (one to prototype moving around a town, one to prototype battles, one to prototype menu systems, etc) and take what you learn from those for creating the full opus.

  • Here's a brief overview of how I handle inventory in Courier. I'll not be posting code snippets, but I think the description will help you.

    First off, I use one big array for most of the data in my game--I use global variables for other stuff. In Courier, you have two types of items. I have 6 items that you can accumulate more of (potions, money, etc), so I just have 6 array slots with a count. Add one, subtract one. That one's pretty simple. I also have 4 slots that can take any one of a ton of essentially quest items. I have a single Quest sprite and all subsequent icons are saved as frames of that same sprite. I have a copy of that sprite with an instance variable sitting in each of the quest slots (be sure to have a blank frame for empty!) I have the 4 cellsin my array and, at the start of a quest, I set that cell to that quest's number. I have an external spreadsheet (ie, excel/google spreadsheet) to help me keep track of this stuff. I also have reminders for what coordinates go with what information. Once that quest is put in that cell, I update the corresponding icon to the frame that matches that quest item. I also have a 5th "holding" cell so I know what the user is deciding about (you can accept or deny taking on quests). Once the user selects where that quest item will go, I reset the holding cell to 0.

    As a side note, I also use my array to keep track of the status of each quest/delivery. If the value is 0, it hasn't been attempted. If it is 1, it is currently in-progress, and if it is 2, it is completed. This helps with characters speaking in context and making game events happen when they should.

    If you want a non-static list of these things, you could go through every slot (coordinate within a certain column, for example) and look for how many 4's you have and say you have 4 potions, etc. So you could take the general list in that column and make a visual display, but you could also loop through it and make a compressed list with quantities. Such is unnecessary for my game, but definitely a logical expansion of it.

    So if you have just quantities of a certain number of items, just have a cell dedicated to each item and run with a total count in each cell. If you have multiple one-off things, I would think of having a certain number of dedicated cells (or dedicate an entire column and just add to the end--pay attention to the dimensions of your array so you don't run out of space) and set those cells to a number that means something to you. So assign each item a number (in your head, on paper, something) and assign cells to those numbers. You now have a list of the items the player is holding can you can make your visual display relative to that data. Just remember to think of arrays as spreadsheets and you'll be fine.

  • Nintendo have confirmed that WebGL support is on the way for WiiU.

    If that comes, Courier just may make it on Wii U!

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  • Here's a look into a different are that I haven't shown before. Snow!

    Click for full size

    I'll show you it in motion in next month's trailer

  • Looks interesting

    Here's a bit of snow from Courier:

    Click for full size

  • Masking is simple in C2. Use Destination Out and set that layer to Force Own Texture. Unless I missed what you were looking for...

  • I do agree more features along these lines would be very helpful! I think I have one of the further-along RPG's in C2, so I'll comment on some things I've done in regards to come of your points:

    RPG (à la RPG maker)

    ✓ Dialogues can be easily tied to NPCs via the use of families, and downloaded individually

    Right. I didn't want too many external calls, so I do it through events, but I simply have an instance variable on the invisible rectangle I use for each NPC. Then I just have sub-events for each one. Pretty simple, easy to follow, allows for them to say different things depending on game state. Maybe not as elegant as what others may do, but it looks and handles nicely and I don't have to play with strange formatting or parsing issues. It could even be simplified with functions, but I'm happy with how I'm doing it and it hasn't bothered me for the 50+ NPC's I already have in-game.

    ✗ Tilemap object is very deficient: can't add properties to individual tiles, no multi-tile entities, can't apply shading to single tiles, collision mapping must be done with separate object, tile placement is cumbersome, "open-world" layouts eat lots of memory (there's no option to only load visible tiles)

    For tile-based games, I'm sure this is significant. I don't use that technique to build maps, though, so I don't have these issues. I have a lot of tiled backgrounds and sprites that I use (and re-use in different ways) as overlapping building blocks. That way, I can get a lot of customization, I'm not tied to a grid, and performance doesn't seem to be an issue even on my older desktop.

    ✗ Can't do isometric (yes I know you technically "can", but there's a lot of pain with back-to-front rendering and z-ordering for pseudo-3d complicates matters further)

    It's a pain. It works for me, but there are still minor tweaks that always need to be done. This is particularly cumbersome with Sprite files because any global z-ordering shenanigans will re-order the body parts (and then I have to re-order them correctly after each z-ordering pass). This could be better, but I do have it working fine. I have a layer where things can be sorted and then layers above and below that are static. This reduces the amount of objects being ordered quite a bit.

    ✗ NPC movements (i.e. wandering, chasing, fleeing) must be coded by hand (a behavior that attempts to do this would have to tie into c2's tile structure, generating a dependency that the SDK doesn't tell us how to address)

    Also a pain. I just have to do it manually. There are a few good ways to do it (the best, to me, being to set waypoints and have characters move towards that then advance to the next).

    ✗ Inventory is hard to manage, requiring separate projects and, in some cases, even plugins

    I don't have this problem. Granted, I do limit the number of inventory objects in the game. I have 6 always-there item types (money, potions, etc) and then 4 slots for quest-related objects. The code for the 6 is easy--just pull numbers from an array and update the UI with those values. The 4 slots are a little tougher since I need to have imaginary holding slots and such for letting the user place objects and such. I just have cross-reference array values and then set the visuals to match based on what values are in those slots. It's complicated, but works flawlessly.

    ✗ Windowed interfaces are hard, little can be shared and there's no concept of "sub-layouts" to ease this. 9-patch object sometimes shows seams, hardcoded interfaces are tough to reskin, sub-components (sliders, checkboxes, accordions) are hard to reuse since "widgets" don't exist

    I just have the UI set up on a layout how I want it, I wrote down where everything needed to be (relative to the window since I support multiple resolutions) and just create the objects at the start of each layout like that. Then, to change it, I just have to change that create call. Now, setting up that create event the first time is obnoxious, but it's the best solution I can think of. I'd love for something better, but this seems best to me.

    Good list! I hope it leads to more features!

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C-7

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