salam (peace)...
I didn't yet started thinking on how to make RPG with Construct2 but I'm interested (I have RPG idea but the story isn't complete and it needs a team & I'm SOLO worker)
hmmm... about this :
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> The only way atm I've found of recognizing them since both are used on both sides P1 and P2 is by calling them by their UID's. If anyone knows a better method for that(yes I know could probably go with a separate sprite for every action and then call on just that sprite, but there could be a method with C2 I'm not thinking of).
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I don't think making P1 & P2 on the same sprite a good idea ,have you tried or thought of families?
you still have to use UID to target them though..
OR NOT-
I once made a game (a test game actually) that creates and destroy the same sprite over & over again, since getting it's UID in real time is pain I use Instance Variable to get it. yeah it's the same way UID works but you can target more than one Instance if you made them with the same variable value.
Greetings Ahmadmanga,
The character sprites there atm are just place holders for that quote was about the Battle Icons above their heads in combat. Yeah I've used families in a few things in my Mario Pacman game and in this game atm I have Families set up for the Display bars on the stats, the text for the stats, and I have the Battle Icons in a family alone atm that I use to call upon them that way to set their Opacity based on ATB/Turn, Mana, and Special.
Like here I'll post some SS's of my current system set up:
[attachment=1:3df8273b][/attachment:3df8273b]
[attachment=0:3df8273b][/attachment:3df8273b]
[attachment=2:3df8273b][/attachment:3df8273b]
The Battle Screen will have set type of icons that will appear above players heads. This is just the layout using atm to test it. For now have 1 player on each side, later will have more and will change a few more things with that layout and such. But mostly trying to set up the inner workings first. The Battle Icons I was talking about are the ones in the top image where their opacity are dimming or lighting up upon certain conditions. But since instead of using multiple sprites for each I have 1 Sprite called "Action" then within that I have the animations "Attack" "Block" "Cast" "Special". Then I placed 4 of each of those on each side of the field and changed it's Initial Animation setting it up to where it's the one I want to be displayed. But to recognize if it's the one on the Left side or Right side of the same Sprite Animation is being clicked I used it's UID. But yeah that's what the quote you posted was talking about.
I've added some more sound stuff and animations to the Battles in my newest update to it that I haven't uploaded. Haven't worked out a solution to something I'm having a slight issue with the animation. I am using one work around solution atm, know of one more that could do it but it's not one I want to do which is just put it's collusion on the attack itself. Since eventually going to have more than just one on each side would rather the collusion call upon a single function. Work around I'm using right now is a wait command on the trigger to wait a second before calling the function and the function is called when the object is passing over the object it's supposed to collide with that then triggers it to go off where I wanted it to and then set off the explosion. But that's probably just a messy work around and might not work on a different angle shot. So yeah, just things working on playing with, seeing what I can do with it to work it with C2 the way I want it to lol.
Edit: Went ahead and uploaded the current with the audio and animation of casting. Can be found here. Working on Special and Attack animation and sound atm for testing.