droptank21's Recent Forum Activity

  • Has anyone had any success making an rpg base of some sort?

    If so, post results!

    Define an RPG. I am creating a sort of click and play adventure similar to Shadowgate (in fact I use the SG graphics until I make my own) with a dash of Final Fantasy and Runescape mixed in.

  • Lol. I try and get syntax errors. Do you have the source so I can see what I'm doing wrong?

  • By the way. Am I supposed to get a syntax error on line2?

    The syntax looks fine to me. I'm not seeing any unexpected ' or " or[] anywhere.

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  • Maybe I'm a bit slow, but I still can't figure this out. Let's say, for instance, that our game has four different levels (layouts). We want a way for the person playing who has gotten to level 3 to be able to go to 7-11 or hang out with friends and not have to come back and start over at level (layout) 1 but continue where they left off at level (layout) 3.

    So how, utilizing these AJAX requests, php and subsequent sql, do we save which layout they were on and other pertinent info?

    I know we would need a way to create a php login, send the user's info to a php login script, update the sql database and maintain a session.

    We would also need to save the last layout (level) into the sql database for that user via a php script, then call that data into our html5 application from the database through php and into our game then have our game render the proper level (layout).

    So my question is, how would that be done?

  • That was freaking hard. I only got one in.

  • Getting a 404 code. No file.

  • Here is the capx Here

    Will be posting the tutorial and examples soon.

  • No?

  • Make a new tab copy the link and paste in the new tab's browser address box. Should load the page for the download.

  • I'll whip up a tutorial and put it on here.

  • Do you have an example capx you can send me?

  • I can guarantee that the second method, though it takes time to initally set up, is an extremely efficient method. I have 37 levels and 64 player-usable items set up with it in my game. Practically all of the objects are only on one layout and with this system I can easily create new layouts and with a few events and actions determine which objects are or are not visible on the new layout.

    It kind of functions as a CMS for my game.

    Here is an early capx showing my example.

    Since then I have set everything up so that the inventory, equip subscreen, background tile, etc... are all only present in the 2nd layout, are set as global objects and are included on each layout by setting their instance variables to 1 (moved to layer 1) just like how the inventiry items are.

    If I don't want an object visible on a particular layout then I set an action and event to move the object to layer 0 for only that layout. As you can see from the example it truly does function as a quasi-Content Management System for the sprites and objects throughout the whole game.

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droptank21

Member since 6 Apr, 2011

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