OlivierC's Recent Forum Activity

  • Hi notnsane jayderyu ,

    as promissed, I worked on my game this week, trying to mimic a SCUMM based games:

    SCUMM WIP

    What took me the longest were the fonts. Since I want to support multiple languages, everything has to be rendered with sprite fonts (while it would have been tempting to just uses plain images for the action buttons). The are three different fonts the the moment, and except from the dialog font (the one you see if the main menu), I ended up making them from scratch in photoshop, based on screenshot of the game, a real pain in the ass.

    Anyway, I manage to get the action interface behave like the real one, including the default action on right click (you can test on the windows, the only "interactive part for now, just for testing)

    I also implemented the pause on space bar, and quit on alt-x. I'll take care of the save menu later when necessary.

    I tried to mimic everything as close as possible, which was hard because the font actually change from a game to another, so I settle on the VGA version of the first monkey island.

    More to come soon

  • You can first test if one is overlapping and then as a sub-event, you can test if the smaller's bounding box against the bigger one's:

    -Sprite1 is overlapping Sprite2

         - Sprite1.BBoxTop > Sprite2.BBoxTop

           Sprite1.BBoxBottom < Sprite2.BBoxBottom

           Sprite1.BBoxLeft > Sprite2.BBoxLeft

           Sprite1.BBoxRight < Sprite2.BBoxRight

  • It can be done with WebSocket but you'll need a server set up for this

  • Thanks for your feedback

    Fester Mudd looks really nice indeed, the kind of thing I want to to do.

    Scalling should look more like the real thing once the current beta goes live, with the new low-resolution rendering, the layout will actually be rendered in 320*200 and up-scalled, so the character sprite will pixelated as it is scalled down. But if you mean the scale ratio is wrong ( that it shrinks to much with distance or not enough), yes it probably is, it's just a test, it's just a variable that can be adjusted for each scene.

  • Well, I will post a WIP thread in the "your creation" section when I have something worth showing, probably next week. But I'll be mostly focusing on the engine part first, using existing sprites. So you won't see Guybrush wielding a lightsaber soon

  • What narFsnw said, apply effect on layers if you're gonna have multiple objects with the same effect. Not only it will be probably better performance wise, it will be easier to manage. And Yes, this kind of webGL effects (with transformations, not just altering the color output) are a bit too heavy for mobile devices, when supported. Try to keep their usage as low as possible

  • jayderyu

    Yes I had seen your game a few weeks back when you posted it. I remember the whole thing was pretty nice but the sound effects were really a turn off: I'd rather have no sound at all than poor quality sound.

    This week end I decided to branch my project to make a real clone of the SCUMM engine, with the big action buttons, only for desktop pc and eventually tablets. I actually spent several hours this weekend recreating the sprite font from monkey island (no the dialog one, the other, used everywhere else). For the game itself, I want to make a monkey island/star wars mash-up (Guybrush Cloudrider wants to become a jedi knight) Of course I was not try to make any money from this game or some people will try to sue my ass. I'm really excited about the new low rez rendering feature, this will really help me to achieve the look and feel of the original games

  • Hi, I started working on my point and click game about two months ago, as a learning project for Construct. I'm trying to make something like the good old lucasart games. In fact I'm more or less trying to make a clone. I'm trying to do something like the first monkey island/indy 4 era but with controls from the later games like monkey island 3 or full throttle (a popup menu and invnetory instead or a fixed interface at the bottom of the screen) because I believe they are more suitable for touch and gamepad controls.

    this is what I have so far: http://soletme.free.fr/PointNClick/

    I have mostly been focusing on building some kind of framework, the scenes and menus are loaded dynamically from xml files, so I only need two or three layouts for the whole game, no matter how many backgrounds there are.This way if i decide to add or rename a layer, I only have to do it one one layout.

    I only started working on interactions with the environment, I implemented the action interface and inventory (hold left click and right click) but they don't do much yet.

    Next will be the dialogs, the hardest part, but I already have some ideas on how to do it, again mostly by implementing some kind of database in xml.

    for now the game support mouse, touch, keyboard and gamepad controls seamlessly. It was challenging but interesting to implement. It also supports multi-language for menus (only french and english at the moment) and will do so for dialogs and interface.

    However, I'm having second thoughts. I think I might want to turn it into a real clone of the old lucasart games, with the full verb interface, and keep the multi-control concept for a simpler game, more action oriented with a single button action and no inventory (more like Another World). Let me know what you think. I know what I'm trying to domalready exists with AGS, but that the point, AGSis no Construct :)

  • I think your logic is wrong. Instead of constantly checking if an object is in your array and apply its effects, you should only update your game state when you add/remove something from your inventory. On Pick Up boots > add to inventory and add 50 speed. On Drop boots > remove item from inventory and sub 50 speed.

  • the way I did it for my game: I design my level in a separate layout or projec and I add an empty textbox. In the event sheet I create an empty string global variable. When I loop trough the elements i want to save, I build an xml string by adding up information about my objects in xml format (position, size, type of sprite...). when it's done building the xml string, I output it in th textbox. And voila, i run the layout and i just need to copy/paste the text into a file. Then in the actual game I parse the xml and rebuild the level. Might not be ideal, but it works fine for me.

  • The alert function is already available, no extra plugin needed, it's an action of the Browser plugin. The interest of using the default alert over a custom message box is that it freezes the browser when displayed, in some cases it can be useful (like if you want to force the user to refresh the game because an update is available)

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  • My game is not isommetric but a point and click, but here is how I did: I had the pathfinding behavior attached to a dummy invisible sprie and the character animation sprite pinned to the dummy, pinned by position only, no rotation. Then for the pathfinding behavior, make sure the "rotate object" property is set to yes.

    Then in the event sheet, I test if the dummy is moving along the sprite and as subevent, I test its angle. If it's between -45 and +45, I set the animation to right. if between 46 and 135, animation to bottom. Between 136 and 225, animation to left (or mirrored right), and if between -134 and -46, animation to top.

    You can see i in acion here

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OlivierC

Member since 7 Sep, 2013

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