Griddy RPG

Post your Construct-made creations!

Post » Fri Sep 02, 2011 3:28 am

[QUOTE=gammabeam] Wow! This is very cool!
Congrats! I'm fixing my pc tonight so I may be able to test it!

Any chance this could be done on C2?[/QUOTE]Maybe! I haven't used Construct 2 yet so I don't know.

Considering the amount of time I've spent developing Griddy, though, it's unlikely that I'll switch to a new coding environment at this point.Nillo2011-09-02 03:29:05
B
4
S
1
G
6
Posts: 28
Reputation: 2,056

Post » Sun Sep 11, 2011 4:43 pm

Here's another update. Version 0.13 is available for download and the link is in the first post.

This version adds another level called the Death Road, which is located at the end of the Ninja Village. This new area features powerful enemies such as zombies, necromancers and ghosts. The Necromancer is capable of raising additional zombies to aid him in battle, so tread carefully among the graves of the unfortunate.

Some smaller changes have also been implemented. Drinking antidotes is now considered a free action; you will no longer end your turn if you drink it in a fight. I've also fixed some bugs and changed a few pieces of code that probably won't be noticed by players.

The Death Road is the penultimate level of Griddy RPG. Once you have conquered it, all that remains is the searingly hot Volcano level where the lair of the Dragon can be found. Is your hero ready to save the world?
B
4
S
1
G
6
Posts: 28
Reputation: 2,056

Post » Wed Sep 21, 2011 3:14 am

Another update! Version 0.15 is now available and the download link is in the first post.

There is a new Volcano level for you to explore, and most importantly, the game can now be completed! If you manage to defeat the Dragon in the deepest parts of the Volcano, you will be declared victorious, and an angelic choir will sing your praises and stuff. Maybe not the choir, but still.

You might even notice that a special challenge is unlocked after your victory. This is my challenge to the most dedicated players, and not something to be taken lightly! It may seem unfair at first, but I can assure you that completing this challenge is entirely possible. And if you manage to finish that challenge, well, you may find that yet another special thing has been unlocked!

Aside from the volcano, this new version includes several secret changes and one level that is very difficult to find. I will give you one simple hint: Look for it in the place where there is nothing.Nillo2011-09-21 03:15:22
B
4
S
1
G
6
Posts: 28
Reputation: 2,056

Post » Wed Sep 21, 2011 9:32 am

Will our previous saves work with version 0.15, or will we have to start a new game?

B
4
S
2
G
4
Posts: 401
Reputation: 2,302

Post » Wed Sep 21, 2011 3:14 pm

Saves are created with a simple array, so they should be compatible between all versions.

Though, you may encounter some small weirdness here and there depending on just how old your save is. For example, if you load a save from a very old version before custom character names were implemented, the game will think that your character is named "0", which is the default value of the array; however this just looks a bit weird and has no real impact on the gameplay.
B
4
S
1
G
6
Posts: 28
Reputation: 2,056

Post » Wed Sep 28, 2011 11:07 am

Version 0.17 is now available, and I've updated the links in the first post.

Aside from the general bug fixes, this version includes a new feature inspired by one of my favorite roguelikes. You may now "look" at enemies by pressing L and selecting them with a special cursor. This command will give you a brief description of the enemy and an estimate of how powerful they are compared to your own character.
B
4
S
1
G
6
Posts: 28
Reputation: 2,056

Post » Mon Jan 23, 2012 3:55 pm

Can anyone tell me how to make a grid based enemy ai?
B
11
S
3
G
6
Posts: 193
Reputation: 4,234

Post » Sun Feb 05, 2012 3:29 pm

[QUOTE=MastaZavr] Can anyone tell me how to make a grid based enemy ai?[/QUOTE]I can send you the cap of this game if you're interested. The AI in my game is quite simple. If the enemy is next to the player, they will always attack. If they are not next to the player, their behavior is based on one of the following patterns:

1. Random, frequent movement (rolls a 1d4 and moves in the direction that is selected)
2. Random movement, but less frequent than the first.
3. Aggressive movement - When the player is within a certain radius (around 3 squares) the enemy will start to move towards the player. If they get close enough, they will attack.
4. Intelligent movement - Works the same as the random movement but with one exception: The enemy will never move to a square that is next to the player. This means that it will always get the first strike.

If you need anything more, let me know!
B
4
S
1
G
6
Posts: 28
Reputation: 2,056

Post » Sun Feb 05, 2012 3:33 pm

Aannd the game is now done! I've added new screenshots and downloads to the first post. Woo!
B
4
S
1
G
6
Posts: 28
Reputation: 2,056

Post » Wed Apr 10, 2013 9:56 am

Post the cap, post the cap!

Please :-D
B
12
S
2
G
3
Posts: 86
Reputation: 2,955

PreviousNext

Return to Your Creations

Who is online

Users browsing this forum: No registered users and 1 guest