dukehenry's Recent Forum Activity

  • I have been playing around with Yann's per tile movement, I like it as well:

    https://dl.dropboxusercontent.com/u/235 ... ement.capx

    (From how-do-i-move-the-caracter-of-one-tile-per-movement_t99537)

  • I think it would be great to see what people are doing and if we can get a compilation of product of various elements it would likely help out everyone else interested in such a game.

    I'm in the same position as you - playing around with the more basic elements, but I have been sidetracked trying to decide what to do with animations/graphics/etc. The more I think about the abilities I want to have available, the more I know I will need to really branch out to get the right graphics down for their animations.

    Do you want to load a battle screen once you touch a specific square, or only want the battle counter to increment when walking over certain squares? (i.e. other squares do not do anything)?

  • > Perhaps as more of us look into it, we could pool our findings to create some uniform code that others could have to form a good foundation for such a game. With the ability to change the code as they see fit, it would provide a nice starting point.

    >

    This would be cool, because there doesn't seem to be any good tutorials or guides on turn based combat, or melee combat for this (or none which I've found).

    Agreed. I think there are some key elements to such a game that will have to be done by any interested party(ies) that include (but may not be limited to):

    Character Progression System (aka leveling up, learning new abilities as you level up, etc)

    Random Battle System (relatively easy to figure out, delve into systems with random encounters, but then also spawn specific enemies based on the layout (or specific area of the layout) you are in.

    Menu System (Not only the opening welcome screen, but when in game and you want to see your characters, equip different items, use items in inventory, use abilities when not in combat, etc.

    Battle System (most likely a twist on the above menu system) (battle menu system to use specific abilities in a turn based format against enemies. Include enemies AI as far as attacking your characters. Perhaps some specific method of attack for boss enemies that is a little harder, and also include specific cool abilities for more rare enemies.

    Skill/Ability System (add skills both in the battle menus, but also spells/abilities that specific characters (or character classes) can learn as they progress.

    Inventory System (a menu and activation system to be used both in and out of battles where you can use items in inventory, see their stats [and perhaps the effect of equipping for specific characters - aka new weapon does more damage than currently equipped, etc])

    Lots of things that if developed with proper commenting, could greatly help anyone else who wants to develop a specific game.

    I also know that if people plan on putting that much work into a game, it is natural to want to keep the code to themselves to reward their hard work.

    On the other hand, I plan on learning as much as I can and will release the systems as I develop them (assuming I can figure out how to!) to anyone out there because I think it is an area of Construct that is severely lacking.

    In any event I digress.

    To help with your original question I have also come across this topic in my searches and families do appear to be a commonly referred to fix.

    Basically you create a family called "monsters" for example, and in that family you can create instance variables with the specific information you would want to use in battle. Things like HP, resource (mana or energy for example), as well as attributes that can help determine how much damage they can dish out or take (like strength, stamina, etc.) could also be used if you want to calculate such things in a similar way that would apply to your characters.

    Good luck!

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  • It seems like there are quite a few of us looking to get a turn based RPG done.

    Perhaps as more of us look into it, we could pool our findings to create some uniform code that others could have to form a good foundation for such a game. With the ability to change the code as they see fit, it would provide a nice starting point.

    Just to give you a link to some information I am using to help me figure out how to work with my similarly focused project. Here is a link that illustrates many of the algorithms that Square used to calculate damage, hit, random encounters, etc. in Final Fantasy 6 (or 3 in North America): http://www.rpglegion.com/ff6/algs/algs.htm

  • Thanks for the suggestion! I have been playing around and will figure something out. I may try something animation wise, would have to be tweaked (since the character will only change animation frames once per tile instead entirely per tile), but you have already got me thinking more potential solutions!

    Thank you sir!

  • Sorry if I wasn't clear - I will try to rephrase.

    Basically, in certain areas of layouts I would want to increase a variable's value for every step the character takes.

    I was thinking of creating instance variables that would relate to the characters X and Y values, and then after a move takes, if those values are different than the current X and Y values, then add the value and do the math to check if a battle should take place. I will try and see if that gets me anywhere.

    If using "every x seconds" would accomplish that I would give it a try too, but I don't know how that would work. If you are adding values every X seconds wouldn't that just rack up the value over time regardless of movement?

  • So I have been playing around with the preliminary work on an old school RPG that I used to play when I was a kid. And, I have been reading up on various ways of going about creating such a game (or at least starting to).

    Anyway, I have used some examples found on the net to make a sprite that moves in the specific fashion that I want (more of a per-tile movement, a la Final Fantasy etc).

    However, one of the things I want to do, is have the ability in specific layouts to have random battles. I was thinking that the best way to go about implementing such random battles would be to have a counter (instance variable of the sprite moving around) that increases with every successful step taken. However, I have been unable to figure out the best way to do this (or even a reliably functioning way to do this).

    I was thinking of using an invisible sprite, that when overlapped, would generate an increase in the variable, however it will scale up as long as I am overlapping - I can stop moving and it keeps increasing.

    Is there a way I can check to see if I have successfully changed position (perhaps by comparing the self.x and self.y position)?

    Or, there may be another way entirely.

    Link to the project file: http://www.spite.ca/construct2/game.capx

  • Hey all, just kind of playing around making simple games at the moment, and was wondering about player stats.

    If I have a party-based game, with a few characters controlled by the main player, what is the best way to track their stats?

    For example, if I have two characters with some stats:

    Health

    Resource

    Strength

    Speed

    etc.

    What is the best way to track these stats? I would need them to calculate when battle occurs, as well as when not in a state of battle, to see interactions with items that can be equipped, as well as using items in inventory to affect these stats (think health potions or perhaps speed potions). I would want to be aware of their values throughout the game. From my past programming experience (limited as it is) I know that having a ton of global variables isn't usually a good idea.

    I know that one approach to tracking enemy stats is to use families because they won't be used outside of a combat instance, but I don't think this would work for what I am doing.

  • Basically I am new to Construct(2) and am looking to play around making RPG's. For the time being, I am spending time working through various tutorials to learn different ways to make certain types of games, and certain components of games.

    Anyway, I am looking for a tutorial or any information regarding making a menu based battle system for a dragon warrior style game. Basic setup for such a game is an open world game where you walk around in the overworld or cities/towns and have random enemy encounters.

    In my scenario it would be a single player only (no party system) that is faced with a single enemy. Switch to battle screen and have a menu pop up that gives you battle options. (With plans on expanding on this as I get more familiar with the app)

    I have created a very simple game that gives me the overworld, gives me random battles, but I still need to work in the menu system into the battles. Haven't had any luck with such tutorials, since most RPG battle system tutorials seem to focus no menu, and just using hotkeys.

    Anyway if someone knows where I should look to help me figure this out I would greatly appreciate it.

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dukehenry

Member since 28 Feb, 2014

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