onion's Recent Forum Activity

  • Great! I like this game, and hope to make something similar. Are you working on a new version or has this been abandoned?

  • Damn I was hoping there would be something that would make the process easier, (no idea what that would look like - it'd just help, lol).

    Could you explain though how a finite state machine would help me? I don't really understand what it is.

  • Ahh that's great advice, thanks I do find myself getting caught up a lot in which way is best, and didn't want to waste time creating hundreds of quests one way, and then changing them later! But you're right, as long as it works, who really cares? ;-)

  • Here's an updated capx I worked on yesterday.

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

  • BTW here's the capx - dl.dropboxusercontent.com/u/24767479/c2%20project%20files/GTA.capx

    You'll notice I'm trying to create a GTA-type game, where you can press "E" to get into a car and drive it around. Click with the mouse to move the player, and walk over to the NPC "Scott Chegg" to get his dialogue.

    Please completely ignore the graphics! I've put no effort into them at the moment.

  • I'm creating an RPG-type game where NPCs can give you quests. These can be concurrent quests and before I start creating hundreds in my game, I want to check if I'm doing it in the most efficient way.

    Here's a screenshot of the most important events:

    <img src="http://i.imgur.com/GtCcJ3w.jpg" border="0" />

    So what you're seeing here is a small part of the game. There's separate event sheets to control movement, baddies & other stuff.

    What happens is if the player collides with the "interact" object (of which there will eventually be many, but currently only one) it will show some dialogue, then clicking the "accept" button will set the quest as the active quest.

    I've got functions in there for hiding and showing dialogue. Hide is obvious, but "ShowDialogue" passes the NPCs dialogue as a function param. Is this sensible?

    Is there a better way of doing what I'm doing? I feel like I might be re-inventing the wheel here. Have any of you guys created an RPG with dialogue and quests? Did you do something similar?

  • I'm thinking of implementing the "full blown quest mechanism" with concurrent quests, and sub-tasks like Wastrel mentioned. Any tips?

  • I think kraed's question is a good one, and one I'm interested in myself. I like to use best practise, and don't want to re-invent the wheel each time. So is there anyone else here who's created an RPG with non-linear quests that could share some wisdom?

  • It's a good question and I'd like to know too what the best practice is.

  • Hi guys, I'm making an RPG with multiple level/locations. Each level looks completely different, and I wondered should I use a separate layout for each?

    It sounds sensible to use a separate layout of course, but what about HUD items like score, current weapon etc. If I had a different layout for each I'd need a copy of these on each, which is fine until I come to change the position of them (it might happen!). And then I'd have to update ALL my layouts, and by then there might be many. I'm planning a game with 20+ layouts.

    How best is it to approach this?

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  • I know this is an old thread, but I'm interested!

  • I've noticed that a few of us are making RPGs using Construct 2. Even though every game is of course different, I bet there's many things each of our projects have in common. Like inventory, quests, levelling etc. Is there a good tutorial for all of the above?

    I don't know if you've guessed but I find it comforting when I'm following best-practise, and I don't like re-inventing the wheel! :-)

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onion

Member since 15 Mar, 2013

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