How do I - Scene Based Levels ?

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  • Hi,

    How I do scene based levels, like made with buildbox games (The Line Zen, Color Switch, Bounce...)

    I want to do;

    Example:

    Level-1 [Randomly selected 5 scenes]

    Level-2 [Randomly selected 10 scenes]

    Level-3 [Randomly selected 15 scenes]

    and

    Endless Game Mode [Randomly selected unlimited scenes]

    Example Animation:

    VIDEOS:

    The Making of The Line Zen (iOS Android Indie Game)

    https://youtu.be/EzAOENuEMRc?t=7m20s

    *****************************************************

    The Making of Bounce (iOS Android Indie Game)

    https://youtu.be/rU0s28IzIHE?t=2m05s

    Sorry, I using Google translate.

  • Hi!

    If you are not experienced in construct 2 and/or game making I do not recommend you build this type of game. Start of with something extremely simple, think simpler than flappy bird. There is no simple way (to my knowledge) to make a scene based game in construct 2. I see that buildbox has a scene editor, this is not a feature in construct 2 and would take some experience to replicate in construct 2. try and make a game that is simple to make in construct 2. The pros of construct 2 over something like buildbox is that you can build almost any type of game and get more "customisation". Wow I said construct 2 way too many times...

  • BunnehBoy Thanks for reply.

    I'm really want to game making. I watching a lot of tutorials and reading ebooks.

    I can't make my game with buildbox. Only like buildbox's scene editor. No other features to help me.

    I researched many game making engine; GameSalad, Buildbox, Stencyl, GameMaker vs... I love Construct 2. Flexible structure and amazing support.

    Somehow I've got to do it. There must be a way.

  • Just use Go to layout by name and enter choose("level1","level2","level3","level4","level5")

    You just need to name your layouts correctly.

    Or you can have a text variable with that choose() and enter the level name there.

    This will load one of those layouts randomly.

    Use this (from the layout selector layout?) when you want to go to a random layout, change the names appropriately.

    So when you click your level one have 5 level names in there, for your level 2 add 10 names in there etc.

  • Just use Go to layout by name and enter choose("level1","level2","level3","level4","level5")

    You just need to name your layouts correctly.

    Or you can have a text variable with that choose() and enter the level name there.

    This will load one of those layouts randomly.

    Use this (from the layout selector layout?) when you want to go to a random layout, change the names appropriately.

    So when you click your level one have 5 level names in there, for your level 2 add 10 names in there etc.

    This not working good, how do I copy from other layout objects (background, enemies, particles and positions vs.) or layers new layout?

    Please look my animation. How do I show like a unified scenes?

  • Just make your first layout with everything you need and duplicate the layout. Or just generate a random layout each time.

    Perhaps others have a better idea?

  • Ok you don't know how to copy and paste its same way you copy and paste text. Youleft click mouse , hold it down and go over the parts you want to copy.

    BunnehBoy please don't tell users to make flappybird. Incurage them to try something bigger and better. Construct2 is better than flappybird and doodle jump. You can make games like this that have a little depth

  • Ok you don't know how to copy and paste its same way you copy and paste text. Youleft click mouse , hold it down and go over the parts you want to copy.

    You don't understand me. I know how to duplicate layer or layout. Please watch making of series. I want to make scene based levels. (similar Color Switch game)

  • Holy crap, you guys really misunderstood this guy. He's trying to make a game that works on one layout and randomly choosing "scenes" to create a somewhat randomly generated game.

    This type of game requires some experience to make in construct 2, this might be easier with some other game engine. You can instead try to make some simple games first to learn the software and keep your dream project in the back of your head until you have the experience to make it.

    PixelPower

    I think it's a good idea to start of with a very simple game (for your first couple of games). and then focusing on polishing that to the best of your ability. Telling people to start off with a big complicated game is almost assured to trap them in "development hell". Better too small than not finished or even unpolished.

  • Yeah, you guys really missed the point of what he was asking...

    Quasar, I'm sorry to say, as much as I love C2 and swear by it, you've found what in my (probably worthless) opinion is one of its major flaws - the inability to insert the contents of one layout into another. You could probably get something working with an enormous amount of code nonsense, but Construct 2 is naturally not suited to this type of thing. I've had ideas for games that would require an engine like that and have abandoned them because I simply have no idea how to get C2 to do it.

    Does anyone have a workaround for this, or something? I too would be delighted to find a way to get functionality like this in C2.

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  • Damn i was creating something for you, had already spent a good amount of time and things were progressing nicely... than c2 crashed and I didnt save the work... not even a single backup

  • procedural Dungeon Generator this might help i guess. not sure how well you will understand it.

  • Okay, I "finished" what I was creating for you. It's very glitchy right now because it needs a lot of improvements. But the main idea allows you to do what you want.

    You can download it here:

    https://dl.dropboxusercontent.com/u/231 ... cenes.capx

    Let me explain what I did:

    On the layout you can see a some scenes. They are designed scene 1, 2, 3 and so on based on horizontal displacement. The code recognizes the scene based on the position, so that's why I created some sort of grid with the pink bars.

    On start of layout, scene 1 will be picked and a random scene (excluding scene 1) will be picked for next scene. All objects positions and angle are stored in local variables.

    When a scene is picked, all elements inside the area designed to that scene will be picked. Made that using families for immovable and movable objets.

    All objects overlapping the picked coloured background (bg) are pinned to it and than the coloured background is moved to 0,-bg.height (except for the first scene {scene 1} which goes to 0,0).

    After that, objects are unpinned and they start moving down with custom movement.

    When the coloured background collides with a detector at 0,2*bg.height, bg is moved to it's previous position (stored in local variable at start of layout) and all objects that were overlapping it are also resetted to their initial positions, than pinned to bg again. (This part is glitchy, needs improvements)

    Also, when detector is collided, a new scene is picked and created on top of current scene.

    Hope that wasn't much confusing and also hope that suits what you need.

  • Okay, I "finished" what I was creating for you. It's very glitchy right now because it needs a lot of improvements. But the main idea allows you to do what you want.

    You can download it here:

    https://dl.dropboxusercontent.com/u/231 ... cenes.capx

    Let me explain what I did:

    On the layout you can see a some scenes. They are designed scene 1, 2, 3 and so on based on horizontal displacement. The code recognizes the scene based on the position, so that's why I created some sort of grid with the pink bars.

    On start of layout, scene 1 will be picked and a random scene (excluding scene 1) will be picked for next scene. All objects positions and angle are stored in local variables.

    When a scene is picked, all elements inside the area designed to that scene will be picked. Made that using families for immovable and movable objets.

    All objects overlapping the picked coloured background (bg) are pinned to it and than the coloured background is moved to 0,-bg.height (except for the first scene {scene 1} which goes to 0,0).

    After that, objects are unpinned and they start moving down with custom movement.

    When the coloured background collides with a detector at 0,2*bg.height, bg is moved to it's previous position (stored in local variable at start of layout) and all objects that were overlapping it are also resetted to their initial positions, than pinned to bg again. (This part is glitchy, needs improvements)

    Also, when detector is collided, a new scene is picked and created on top of current scene.

    Hope that wasn't much confusing and also hope that suits what you need.

    Thank you so much! <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz"> You rock!

    This think really helped me. I understand your idea. Yes, it needs a lot of improvements. Some levels overlapped, needs optimize windows size (camera) vs. I love Construct 2, really amazing! Thank you, I am working on improvements.

    I want to learn Construct 2. I have 4 amazing book for Construct 2 learning. Let's see what can I do?

  • > Okay, I "finished" what I was creating for you. It's very glitchy right now because it needs a lot of improvements. But the main idea allows you to do what you want.

    >

    > You can download it here:

    > dl.dropboxusercontent.com/u/231 ... cenes.capx

    >

    > Let me explain what I did:

    > On the layout you can see a some scenes. They are designed scene 1, 2, 3 and so on based on horizontal displacement. The code recognizes the scene based on the position, so that's why I created some sort of grid with the pink bars.

    >

    > On start of layout, scene 1 will be picked and a random scene (excluding scene 1) will be picked for next scene. All objects positions and angle are stored in local variables.

    > When a scene is picked, all elements inside the area designed to that scene will be picked. Made that using families for immovable and movable objets.

    > All objects overlapping the picked coloured background (bg) are pinned to it and than the coloured background is moved to 0,-bg.height (except for the first scene {scene 1} which goes to 0,0).

    > After that, objects are unpinned and they start moving down with custom movement.

    > When the coloured background collides with a detector at 0,2*bg.height, bg is moved to it's previous position (stored in local variable at start of layout) and all objects that were overlapping it are also resetted to their initial positions, than pinned to bg again. (This part is glitchy, needs improvements)

    > Also, when detector is collided, a new scene is picked and created on top of current scene.

    >

    > Hope that wasn't much confusing and also hope that suits what you need.

    >

    Thank you so much! <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /> You rock!

    This think really helped me. I understand your idea. Yes, it needs a lot of improvements. Some levels overlapped, needs optimize windows size (camera) vs. I love Construct 2, really amazing! Thank you, I am working on improvements.

    I want to learn Construct 2. I have 4 amazing book for Construct 2 learning. Let's see what can I do?

    This exactly what i also want to do in my games (build a buildbox-like game, but with the added flexibility of the event system of construct 2/3. Could you please repost the scenes.capx example you made, so that i can learn from it on how to implement it? (it is not accesceble anymore on dropbox due to their changes).

    Any one other suggestions on how to do this? Maybe the original poster?

    Thx in advance!

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