Alexixiv's Recent Forum Activity

  • I agree with TL22 as I am also making an RPG game.

    You can make an action oriented combat system but I prefer turn based which I would also recommend changing layouts when combat is initiated then going back afterwards.

    I would also like to suggest the usage of a dictionary object and imported text json file to house variables, but it is true that construct 2 lets you skin your cat within the limitations of your imagination, just be sure to stay organized.

  • I would create 2 groups

    Group 1 (Active by default):

    System Block.Count =<:

    -0 Enable Group2

    Group 2 (Inactive by default)

    System, Is Group 2 active:

    -Disable Group 1

    -Add 10 to score

    -Set Text Visible

    -Set Text "All Blocks Destroyed"

    -Disable Group2

    Then a couple more events:

    If Text = "All Blocks Destroyed":

    Set opacity= lerp(error.Opacity,1, 1-0.1^dt) (adjust as needed)

    If Text Opacity =< 0:

    set Text to invisible

  • I am making a semi linear RPG.

    Personally I use the dictionary/json method to managing my variables, the centralization is very liberating. I dont have any local variables so far. As for events, I use group containers to organize my events with a few comments and I use sub-folders to house all my objects. as soon as I get a result I am satisfied with, EVERYTHING goes into a container, nothing gets to float freely.

    I am a very visual person so I often draw up flow charts using lucid. I am using the free version so I keep each one pretty small and save them individually so that I can re-tool them later if I need to.

    I store my project files on google drive and alternate between the lables "work" and "home", usually marked as "project4-4Work.capx" so that I know where I uploaded it from. I like to keep 5 previous project files on my work pc, home pc and google drive and delete the older ones as I go.

    This system works well for me right now as I am a solo developer so when I get the rest of my team involved I will have to make some habit changes unfortunately.

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  • Awesome, that is pretty much what I was hoping to hear, thanks!

  • Try this.

    It is for 4 way movement but I am sure you can adapt it. As for starting to move after the animation I would suggest a flag that is essentially sets a value to 0 when the direction button is pressed and another event that sets it to a 1 when the button is released. Then create an event that checks for the flag after the attack animation has finished playing and starts the movement back up if it equals 0, something like that.

  • It just basic eight behavior movement with a little bit of a twist

    Really!? do share a screen shot of your event sheet. Glad you found a way that works for you!

  • Yeah it non-Construct2 programmers telling me global variables are bad. That is pretty much what I wanted to confirm is that they were taught that way and that there isnt really a good reason not to as long as your consistent and precise.

    Like dont create a global variable and a local variable with the same name which I dont even think should be a problem in CS2 but in direct language programming it is.

  • Yeah, dictionary is fantastic because I can pre-type in all my creature stats as JSON into an imported notepad file then tell the dictionary to just pull it all in when the player starts a new game. Also makes a very centralized place to access all the games variables(keys). Just feels really tidy to me.

    When I am working I have the JSON file open next to my event editor next to my chrome test window for maximum productivity.

  • Ok, so I am using the Dictionary to house all my variables and not using any local variables, is there anything wrong with that logic?

  • yes, I do this using a dictionary.

    Load your JSON content to a Dictionary object then reference the animation names directly from the dictionary.

  • Nice!

    I may have to get some pointers from there when I get to the combat part of my game. It is very pokemon-esque

  • This is really plaguing me...

    I am currently not setting any local variables in my game because the dictionary is a global storage location in which I can set and retrieve values from any layout. The information is stored in RAM so it moves pretty fast. I have however been warned, "not to use global variables when I don't need to as a general rule", but no one can really tell me why.

    -If I am only using one dictionary,

    -I make sure not to use the same key twice,

    -the dictionary repository stays relatively small (100kb,)

    -I am saving the dictionary to webstorage every 30 seconds or every layout change,

    What is danger I should be wary of?

    Is there something I am not understanding that will cause the inevitable demise of my game if I keep everything as a Dictionary Keys?

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Alexixiv

Member since 29 Jun, 2012

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