Is it possible to make point and click adventures?

Discussion and feedback on Construct 2

Post » Tue Mar 19, 2013 8:03 pm

Is it possible to make a point and click adventure game using Construct2?
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Post » Tue Mar 19, 2013 8:09 pm

Yes, it would be extremely well-suited to it, actually. But don't stop there, you could just as easily add touch input (C2 does it for you, basically) and allow tablets to get in on it, too.
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Post » Tue Mar 19, 2013 8:37 pm

See the showcase:

In SC2 create a New File, select a template
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Post » Tue Mar 19, 2013 9:24 pm

I've been working up a 2-d (think side scroller) point and click game engine. Here's a test I uploaded a while back:

Point and Click Demo
Click anywhere to move.
Click and hold the left mouse button over an object to select it, and release the mouse button when you're over an icon to select an action.

Construct 2 is quite capable of point and click games, especially with the new path finding behavior.
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Post » Wed Mar 20, 2013 2:32 am

Very Nice Zatyka, I like the onMouseDown popup some options. Great little demo.

Brett
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Post » Wed Mar 20, 2013 12:10 pm

@zatyka

Hi Awesome demo can you share a .capx or write a tutorial.
Thanks.
Kind Regards.

Tedg
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Post » Wed Mar 20, 2013 6:58 pm

I second the last request. Would it be possible to post the project files for the demo?
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Post » Thu Mar 21, 2013 1:16 am

I can see this topic becoming better suited for the How Do I....? forum, but here goes nothing. I'd rather not post the capx for a couple reason:
  • The engine is the basis for the project I'm currently working on and I'd rather not make it public at this time.
  • I'm not sure how useful it would be to someone unfamiliar with the different components making up the engine. There are quite a lot of things going on at once in the demo, and while the code is organized, it would take quite a while to decipher.
However, I'd be happy to discuss specific components that make up the engine (or point-and-click adventure games in general), and perhaps whip up a tutorial or demo capx if appropriate. For example, here are a couple components of the engine:
  • Movement - The demo uses platform behavior, but only because the game is in the style of a 2D side scroller. For more traditional point-and-click adventure games, you'd use path finding in conjunction with other processes (like z-ordering of objects).
  • Zone Comparison - The level is broken out into different zones, with some zones overlapping others. Every time you click on an object, or use 2 objects together, a process compares the heros current zone(s), and and the target objects zone(s). If they share a zone, an action can be executed.
  • Action Interface - The demo uses a pop-out icon interface to shows a set of actions contextual to the item selected, but a static action menu (e.g. Secret of monkey island/Kings Quest 5) is similar, and much easier to implement. When a user executes an action, a timeline is generated.
  • Timelines - Almost every time you execute an action in the demo, a timeline is created and populated with one or more pre-set function. Each function is executed in order, one-by-one, for one or more objects, usually the hero. For example, when you pick up an object, a timeline is created and populated with functions that move the hero to the object, adds the object to your inventory, destroys the object, and displays dialog.
  • Inventory - The inventory gives the player an interface for displaying, and performing actions on items acquired during gameplay. Also, using items in your inventory on other objects within the level.
  • GameClock - Definitely not a standard component for point-and-click adventure games, but useful for certain puzzles. For example, in the demo I posted, you can grow a plant if certain conditions are met, and a certain amount of time passes.
  • Player Choices - Though not part of the demo, giving the user a set of options to choose from is a staple of the point-and-click adventure game genre. Its most commonly used when giving the player choice of dialog between the hero and NCPs.
There are certainly other components of point-and-click adventure games, but the above components are some of the most important.
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Post » Thu Mar 21, 2013 7:18 am

@zatyka
Thanks for the information it is very useful.
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Post » Thu Mar 28, 2013 7:41 am

@zatyka I'm very interesed about your project, does it take long time to finish?
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