rosareven's Recent Forum Activity

  • I'm pretty sure he means C2 Trial. In another thread he states that the only model he will consider is a "profit from day one" in which there is no IAP or demo. An upfront cost only model. I would love to hear a more robust explanation to understand his business views, but his responses are terse and explain nothing but a simple thought.

    ***

    However, roberto you have a point. Sciraa might want to consider pushing the CC group into the C2 and eventually stop supporting CC. Maybe a price discount if they have any games released on CC or CC games converted and running on the Scirra arcade. $10 for a simple game for price reduced or some such thing.

    Assuming the topic is about C2 100-event limit trial, I would love to hear a more in-depth reason why free version should not exist as well. Until then I'm going to stick to my impression that Scirra is having an excellent business model in place that not only has earned them enough revenue to update the engine (come on isn't Construct 2 being updated at the speed of light already?), they have also earned my respect for showing positive encouragement in game making, or even the concept of programming if one look at Construct 2 as more than just a game engine.

    I can kind of see why they keep CC to linger. It's like a piece of history to treasure, a relic you may say. It would be a great idea if CC game makers are given some kind of incentive for making the jump to C2.

  • Games have evidently became quite an industry that most developers are feeding their families with. At the same time though, successful indie developers are mostly hobbyists to begin with. I have been closely following Construct 2 community updates, but for a long time I haven't been able to shake off my procrastination due to my other distractions in life.

    To all you non-professionals out there, how do you kick-start your project?

    Do you have an idea first, and then either experiment the idea in practice (say, fiddling with Construct 2 functions), making mindmaps, or writing a plan down in paper first?

    Or do you experiment with the engine first, and idea comes later?

  • Can you share how you got it to work? That would be much appreciated.

  • rexrainbow, I bow to your hard work on this fabulous plugin, along with all the others that you have shared on Construct 2. I was going to use the built in XML feature but the data I create is so simple that CSV is just much quicker to handle (XML would be better for tree-structure data, I only need to use simple spreadsheet-style data).

    Once again, thank you!

  • With the addition of XML feature, some of you may want to make your own XML files as the capsules for your game data, especially with RPGs and turn based games.

    Here is a nifty XML editor that will keep things simple for you if you're using XML as a data format: SymbolClick (scroll down to version 1.1, that version is free).

    Basically it allows you to edit XML files like an excel spreadsheet, so you don't have to deal with XML in raw text format.

  • Thanks Ashley. Sounds like performance won't be a concern for text-based data retrieval then.

  • Hi there,

    I recently discovered the XML object when I was starting a new project for a JRPG turn based combat demo. Without knowing the limits of that feature, I already like the sound of it being there. Sorting out RPG data like spells, abilities and what not will be a breeze.

    I'm wondering though, if I have a large XML file with a list of all, say, spells in my game, is it faster to read straight from the XML file using the parse expressions, or preload all the XML data into the ingame array and retrieve data from the array, or will neither make much difference?

    Different data that has to do with different aspects of the game, such as triggered events, spells, abilities etc, should they come in one large xml file or be split into multiple files?

  • Oh sorry I forgot to mention I do have the standard license, so I can use families.

    Thanks guys!

  • Yann that's brilliant. I've been looking for a way to do it more efficiently than having separate event for each angle. Thank you so much!

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  • Hi there,

    Sorry if this has been asked before but I'm having trouble finding an existing thread about this. Could be using the wrong keywords...

    Say you are making an isometric game, and there's a building in the middle. Supposedly if your character walks in front of the building you can see your character, and if your character walks behind the building you can't see him. Is there a way to do this "hiding" transition in-between walking behind the building, without abruptly turning your character's visibility off when you haven't completely walked over to the back of the building?

  • Hi there,

    I've been a big fan of various turn based games like NetHack style roguelikes (time passes when you take a step), Shining Force, Fallout 1 & 2, Arcanum (which uses the same system as Fallout 1 & 2) etc. Lately I've been musing about adopting that style of combat where players have time to think their actions and make a choice.

    Never mind how difficult this may be in Construct 2, I want to at least try anyway. The following is a list of what I like and would like to mix together from other turn based style games:

    ASCII roguelikes

    Time only passes when you take a step or an action. You can move as quick or slow as you want and it won't affect the status of your game play. This let you have time to make decisions in hectic battle but also let you breeze through pests.

    Fallout 1&2, Arcanum

    You can switch between real time or turn based combat, which again let you breeze through pests or give you more time to make choices for combat actions. Additionally, your character has something like a charge that regenerates over time, determining how many things you can do before it's someone else's turn to do something. The charge cost of the action also says something about how long that action takes to complete. For example, it takes a charge to walk one step and 3 charges to reload your gun.

    Baldur's Gate

    Real time combat with auto-pause option when it's your turn to do something, so you can still think for your combat action or breeze through pests.

    Shining Force

    A completely different game from the above, but I want to toss this into the mix of inspirations here because, perhaps a character's movement in a turn based environment in combat can be restricted by a boundary of freedom, rather than costing charges to move, and charges can be used for non-movement related actions like casting a spell or swing at a direction.

    I'm sorry if these sound confusing to you. Please don't hesitate to say so and I'll be happy to clarify. Just want to start a discussion and idea exchange about reviving these turn based elements in games. What are your thoughts? Or confusions?

  • I've been dabbling with the basics of Construct 2 for a month now. Some of the more advanced features that I initially ignored are now starting to interest me. One of these being event groups.

    I can't seem to think of a situation where an event group would come in handy. All I know is that it can be activated or deactivated to enable a series of events at once. How does this differ with the use of sub-events?

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rosareven

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