onion's Recent Forum Activity

  • Woah that's so simple, I would never have thought of using a blend mode for this. Thanks Sqiddster!

  • Hi guys, I'm struggling to think of how to get this to work. I have a top-down space shooter game, and I want the ship to cast a shadow when over some surfaces - but not all.

    The look I want is when the ship is moving over an asteroid, there should be a shadow, but when out in open space the shadow should be gone.

    Any ideas? Perhaps I could do this with some sort of masking?

  • You're 1% towards making a Worms game (that was a weapon right? : P ). Collab with the guy who made destructible terrain! xD

    I second this. DO IT! :-D

  • If your game is scifi and you need an interesting story or concept, my brother has a blog at scifiideas.com which often posts great ideas and concepts.

  • Sorry for dredging up an old thread, but can someone link me to a more modern example of this?

  • Thanks very much C-7, it's great that you've shared your code! Your solution is sound, but have a niggling worry about the amount of duplication you've got if you have similar code for each NPC. Although it's not much of a problem as long as you don't need to change it.

    theubie I'm glad you've told me about this solution, it's what I've had in my head actually. I'm very familiar with mySQL, so this wouldn't be a problem. It essentially makes C2 the frontend and store the logic elsewhere. A bit like a webpage actually.

    As a webdeveloper, this makes sense to me!

  • Well done!

    Although adding thousands of destructable blocks on the screen might make it really difficult to create levels, surely?

    Worms also has a way of creating random environments, would this be possible?

  • C-7 So although you do have an online storage, all the quest logic is stored locally, correct? I haven't had chance to play your game, but I assume it has the player character walking around, talking to NPCs and getting quests. I presume the logic is something like:

    Talk to NPC

    Check if you already have this quest

    Display dialogue

    Add quest to array

    Then if you chat to the NPC again it'll show different dialogue like "have you completed the quest yet" etc.

    It's the logic of this that I'm struggling to get my head around. I'd love to see a good example. I don't want to have the verbose process of creating individual logic for every NPC that does the same checks each time. Or am I just asking for trouble and should do it the time-consuming way?

  • VonBednar I couldn't get your capx working, it kept complaining about not being able to locate the Beam.png file.

    So I made my own. Here it is, if anyone wants to have a look:

    dl.dropboxusercontent.com/u/24767479/c2%20project%20files/Tractorbeam.capx

  • Is this game still available somewhere? If I click the links I get a "forbidden" error

  • I've visited your homepage to play the game, but when I press the play button it just says "checking for updates" endlessly. I've no idea if it is still checking, but it's been going for quite a long time now. If it is loading, it might be worth having a progress bar to show that it's actually doing something.

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  • Thanks theubie, and sorry for the late reply but I'm going to take you up on your offer of advice! You say you're working on an MMO that uses a C2 frontend, and php/mySQL backedn, well that's what I'm working towards too. But right now I'm trying to figure out how to create RPG quests.

    Like a typical sort of RPG my game allows a player to talk to NPCs and get quests, some of which have sub-tasks. How do you keep track of which quests you have, and which NPCs you've already talked to?

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onion

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