Complex adventure games

Discussion and feedback on Construct 2

Post » Fri Apr 04, 2014 10:15 am

I'm still working on my own adventure game engine in construct 2. I have not made any progress in a while because at the moment all my free time goes to updating my 3d portfolio, but so far I have been able to recreate the interface of the old lucasart games: http://soletme.free.fr/SCUMMClone/
So I believe, with some work, like everything, it can be done in construct 2. Sure, adventure game studio would probably be a better choice for what I'm trying to achieve, but I like construct better.
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Post » Mon Apr 07, 2014 10:31 pm

>Lof: you have to send me a email... PM doesnt work
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Post » Mon Apr 07, 2014 10:35 pm

>OlivierC: Nice work on that! Maybe you can share some development with me, and I can try to implement it for my game. PM, doesnt work again, so skype or email.
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Post » Mon Apr 07, 2014 11:15 pm

You can also check out The blue Code at http://clay.io/game/thebluecode .

C2 only limitation are limited to ones own talent. Take your project is small chunks.
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Post » Tue Apr 08, 2014 6:31 am

@OlivierC Very nice work work. Care to open up a new thread and elaborate some more about it?
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Post » Tue Apr 08, 2014 7:40 am

@OlivierC, Bravo - seriously that is seriously awesome. I immediately thought I was playing Indiana Jones (Lost Ark, Atlantis, etc)
Brilliant, brilliant, brilliant.
You think you can do these things, but you can't, Nemo!
Just keep reading.
Just keep learning.
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Post » Tue Apr 08, 2014 8:13 am

@OlivierC
@jayderyu

Excellent work and example there. I also agree with you guys, definitely for PC development, C2 is only limited by your talent.
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Post » Tue Apr 08, 2014 8:47 am

Thank you guys. Like @silverforce said, I don't feel limited by C2 for PC. For mobile it's a different story. For instance, this adventure project would simply not work with cocoon or ejecta as it relies heavily on the XML plugin to load the game data. If fact it's kinda lame, the reason I went with a complex dynamic scene loading rather than having each scene stored in a different layout, was to get around the memory limitations of mobile devices. Turned out I introduced a new problem with XML.

Overall, I have two construct projects: a private one that I use to build the scenes and generate the xml file, and a public one, the engine, which uses the xml data to rebuild the scene.

I also created my own scripting system, also relying on xml. I just create my own script script in a text editor, then each action trigger a script. Scripts can be as simple as one line of dialogue, or more complex sequence of event, like when you try to look at the sky in the main room (character walk to window, says something, pause, turn around and finish his sentence)

The inventory works, I tested adding, removing objects and filling several "pages", the "up" and "down" arrows work. I just need to implement the actual "pick up" action, this is the next step :)

You can also take a look at my first prototype which was not an actual clone of the first monkey island but had an interface more like the one of Full Throttle and monkey island 3 (right click to bring up menu and inventory) : http://soletme.free.fr/PointNClick/
The particularity of this one is that it supported mouse/keyboard/controller/touch seamlessly, meaning you could start playing with the mouse as a regular point and click, then pick up your controller and move the player with the stick or use your keyboard arrows/awsd at any time without switching any option


I should get back to it sometimes next month, right now I'm working on my portfolio :mrgreen:
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Post » Tue Apr 08, 2014 9:06 am

OlivierC wrote:Thank you guys. Like @silverforce said, I don't feel limited by C2 for PC. For mobile it's a different story. For instance, this adventure project would simply not work with cocoon or ejecta as it relies heavily on the XML plugin to load the game data. If fact it's kinda lame, the reason I went with a complex dynamic scene loading rather than having each scene stored in a different layout, was to get around the memory limitations of mobile devices. Turned out I introduced a new problem with XML


Do you need XML?
You could save data in json and import it using ajax and load it into your flavor of Dictionary or Array.
You think you can do these things, but you can't, Nemo!
Just keep reading.
Just keep learning.
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Post » Tue Apr 08, 2014 9:19 am

@OlivierC You won't have any issues with memory management with Intel XDK, its amazing actually, the only lacking feature atm is AdMob and IAPs which are coming soon (hopefully very soon!)

And Ashley is working with Ejecta to give it proper memory management, so soon we'll have both iOS and Android exporters that can handle bigger games great.
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