Aphrodite's Recent Forum Activity

  • Not sure what would be the best option, maybe if we could choose between different solutions (grayed, the actual one, other things..), because where the line isn't visible enough for some of us, a color change can be also problematic for others.

  • murdok

    "2. Whenever I shoot a bullet it erases my previous bullet when I press the shoot key. How can I make it so multiple bullets are on screen at the same time? "

    What did you do to create the bullet?

    "4. This is related to the third issue, but how do I kill my character and show the death animation? Right now the death animation shows only when I am standing still. Plus I can still move around for about a second after I die."

    you can make a instance variable (click on your character on the layout view, and to the proprieties menu (to the left by default), you should see instance variables) that will be used to know if you are alive or dead, if you are alive, you will be able to move, else, you will not be able to.

    And you do the same for the ennemy, and makes so he needs to be alive to kill you.

  • Arima : Your game seems great I must say ^^, and it is cool to have your opinion, since you have experience in this domain.

    SamBeastie : interlocking system in that case, means that your game will have parts that shouldn't be tied from a classic gameplay stand-point, I explain:

    A sidescroller will (not (or rarely..) became a Turn based fighting game, to become right after that a chess game, then once again a side-scroller.

    A RPG will(for example) be:

    -An overworld exploration, with rare objects that spawns

    -then a turnbased combat system, with mana management, life management, etc..

    -then again an overworld exploration

    -then a village with dialogues, shopping, etc..

    you get the idea I think, RPG isn't really a game category, since a gameplay standard don't exist in them, and everypart is different, it is like doing 5 to 6 games in one, with one thing that mix them together, so the whole thing makes sense (e.g.:The grass in pok?mon explain that there is a battle between pok?mon, a little house in dragon heart (on game boy) makes you enter a point and clic view with people interaction, when before, it was more like a FPS overworld view).

    Yes, RPGs are time consuming, yes, they are hard to do, but that's because RPGs aren't one simple game, but from 1 to "who knows" different style of gameplays and logics, tied in one block, called the "RPG game".

  • What exactly is it that makes RPGs hard? Is it combat mechanics? Programming? Dialogues?

    So far, I have leveling, stat and battle mechanics already worked out, albeit on paper. As far as programming goes, this isn't my first rodeo there. The story is worked out pretty much entirely, so that's at the bottom of my list of concerns for the moment. As I said, I've been working with tabletop RPGs fairly extensively, so I'm familiar with how to build individual game systems, conceptually.

    If it's something else, please let me know so I can start practicing that immediately. I know it's ambitious for a first video game, but my mission is to build the game(s?) that I want to play, but don't already exist. In my mind, at least, the world doesn't need another side scrolling platformer unless it brings something radically new to the table. I can't provide that, so I'm providing this.

    All of this will be my personnal opinion:

    RPG are hard to program because of their complex nature, when you think about it, an RPG isn't only one game, it is more like One / multiples type of owerworld, a stats system (which should not have a broken stat, e.g. "when I level up this, I can one shot everything and never die"), One or more Combat system, with enemies that act more or less stupidely (a boss shouldn't try to attack you with and attack you protect yourself against), A story that keep the player interested (in that case, I think it isn't the biggest difficulty), and how to blend everything together, so the result is well done.

    When I say that it isn't just "One Game that is RPG", but multiple parts blended together, I can make a reference to the first generation of pok?mon games, where the battle system is just like another game, called with parameters (The Ennemi pok?mon, or trainer, etc..), also, a RPG is a long game, so you should learn how to save (you can use the saving of C2, or use something else to save, it is up to you, or even a Password system, who knows)

    Doing an RPG isn't like doing a big game, but more like multiples little parts of the game, then "plug" them all into the main part.So, it is more likely to make mistakes, and the pressure tends to be huge.But remember, if you are doing it, It is far from impossible, just more management is needed

    Thanks for reading that ^-^ (and sorry if this didn't make any sense in english ^^"')

    For Tl;Drs:A Rpg has a lot (even a lot?) of simple mechanics, but assemble all of them is an hard task.

  • If you don't make any money whatsoever(no advertisements too), And you precise that you used Construct 2, with a link To Scirra.com, I think it should be fine:

    scirra.com/store/construct-2

    If you have any doubt, you can also contact the support I think.

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  • Do you mean THAT?

    Yes, but with also all Enemies/objects that goes seamless with it, and also that could adapt to any kind of project

  • I just see it, and I was really impressed, I though that it will be basics of the basic only, but It goes beyond, just so you can understand how to make these kinds of games.

    Even if I am not interrested in now, could be useful later, keep on the good work.

  • you can get this done by using functions I guess.

  • Buttons, Textboxes, and other objects that uses JQuery(the ones that aren't really in the canvas object, like listBox) cannot be used inside CocoonJS

    Use sprite instead.

  • you are setting to normal if your aren't overlapping setaright or you aren't overlapping setaleft

    if you can't overlap the two at the same time, it will not work

    I guess you should use the tw inverted condition in the same event, so It will not trigger if you are overlapping one of them

    Not sure that was the problem, since the question wasn't extremely precise

  • I think there is a thing like "Do not delete these line right after otherwise you are going beyond the free edition" or something like this in the exported index.html, so, you can't just delete it.

    Since I don't have a free edition with me now, I can't say exactly.

  • you can try to:

    -see the hitbox of your player, and adjust it

    -increase slightly the size of the hole

    -make an event that stop the player if he should fall

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Aphrodite

Member since 20 Dec, 2011

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