Rukiri's Recent Forum Activity

  • Yes, the hardest thing I think comes down to dialogue as RPGs have pop in text, items appearing within the dialogue window, and colored text. But the actual mechanics shouldn't be too hard.

  • Just some RPG pixel art.

  • Create a real time timer,

    so if ms = 60 then sec = 1, ms = 0 and the proc startes over.

    so if sec >= 2 event start, sec = 0, ms = 0.

  • You should be able to but you may have to resort to the SDK and use external libaries to make it run smooth.

    You may want to contact Ashley and see if you can do it without resorting to the SDK.

  • DOTA and LOL are Massive Online games with huge server banks, unless you're doing 1Vs1 or 2 on to I don't see multiplayer feasible in C2.

  • It would be great that when you change the name of a function C2 renames all the calls to that function with the new name, just like the objects and variables.

    That would be wonderful, but don't think the drag and drop style of programming is global and updates if anything else is updated. Could be wrong though.

  • Global variables make sense, for constants, and for other things like character names, location, play time, etc.

    For a RPG Character Database it is global as the info is accessable at every point in the game, now game dialog can be local as it's only called locally not globally.

  • I know I'm replying to an old top but didn't want to create a new one.

    There is many game engines, even AAA games don't all use the same engine the engine is chosen based on what the game needs are.

    For me that is high quality 2D support and C2 or Unity supports that, 3D support now I can just write a plugin with C2s SDK no problem, as I'm just working on an old school 16bit RPG however that RPG is over 200+ hours long and is why Unity would take the development process over 10 years to complete by 1 person which is me! With C2 i can probably write 1 game ark in 6 months time which is about 10-15 hours of gameplay.

    I'm not writing a short game, it is based on a manga series and I'm also working on a concept of an action-rpg which also will be long but be a standard 60 hour game.

    However, a decent tile engine and map editor would help C2 out quite a bit^^...

  • I'm currently working out maths I've written for game maker and the functions should transfer over but I also love to have confirmation especially before jumping in and creating plugins if it's not worth the effort.

    The game well I should say kit I'm planning is Seiken Densetsu 3, now it's sad that C2 doesn't have scripting but it does have an SDK but for plugins.... I don't know if I can write mode7 in a plugin but if I can please let me know as C2 should be at this point as powerful for 2D games as the PS2 considering the PS2 SDKs were out in the late 90s to developers.

    On to the collision maths.

    degree = radtodeg(arctan2(vec1.y - vec2.y, vec2.x - vec1.x));

    Now the vec1 variable would be for the player (or ally who is attacking) and vec2 is for the enemy on screen.

    Remember when you played zelda or seiken densetsu? If you say it the enemy on the lower portion he would move back diagonal up, the opposite would be diagonal down, smack dab in the middle would just be pushed back in the opposite direction.

    Any easy way without diving into the sdk to port this over?

  • Would this be easier to create as a plugin? I prefer programming over events.

    Even with events pos x,y,z would still need to hold player x,y,z's variables and this is the part I'm confused about.

  • RPGs have several playable characters, think Final Fantasy and it's in game menu. You usually have 3-4 playable characters at a time and you can change slots which would change the characters position in battle from slot 1 to slot 3 or whatever character you swapped with.

    Usually I would do this with an array and try to use 4 variables for the player slots for the menu and the in game battle system.

    However it does not seem to be working, anyone have an idea of doing this in construct? I tried porting over my RPG system from Game Maker... not moving along nicely.

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  • Thanks, but it just takes me back to the store...

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Rukiri

Member since 12 Jul, 2011

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