Point'n'click graphic adventure game

Discuss game development design and post your game ideas

Post » Fri Jan 03, 2014 6:10 pm

Sorry, I do not post in my own topic like I said because I did not make as much progress as I wanted to. But just to show you that the project is not dead already, here is a small update:

http://soletme.free.fr/SCUMMClone/

lots of work in the background, the event logic got revamped. Started working on objects and actions. For now, objects only means things you can you can interact with, not item you can pick up, it will come later. I made a simple scripting system so that each action can trigger a simple line of text or more advanced stuff. For a demo, try to do the action "look at" on the window of the main room. The character should walk to the window, say something, pause, turnaround and finish his sentence. This is all loaded from a text file and in the future it should be able to handle animations, character moving around, interacting with objects, passing object to each others... In fact, even something as simple as the player saying a line of text is also a whole scripted action sequence, but with only one event. This way, simple dialogs and more advanced action sequences are handled the same way.

I also converted the doors to the same mechanic as the lucasart games. Now you have to click on the door "object" to change layout, not just walk over it.

More to come soon.
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Post » Fri Jan 17, 2014 5:37 am

Ah, great. I see that you could actually "limit" the FPS correctly. How much are those FPS? I might raise it a couple since it seems too choppy but the feeling is way better.

The right clicking feature is very nice, also.

Generally, it's getting there. Now the major problem I have is the pathfinding. The sprite seems to move a couple of pixels up and down randomly while calculating the end point. And I again I have to idea if that could be solvable.
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Post » Fri Jan 17, 2014 9:41 am

Thank you. The FPS is set 12 frames per second, it's very low, but that's what I measured when I played the original monkey island. But I can easily modify it, just need to update a variable. Right now you can turn it on and off in the main menu options, but I might add several values (12/24/60).

For pathfinding, I'm using construct's behavior, not much I can do about it. I tried something once where it would actually save the coordinates of the target position in variables (where the user actually cliched) and when the character reaches the end of the path (which could be a couple of pixels off), move the character to the actual target position, but I was getting a choppy effect, it did not look good.

Right now it's a bit slow because I'm making new artworks, I'm upgrading the test scene with actual graphics of what the game should look like, so I have spent more time in maya and photoshop than construct.OlivierC2014-01-17 09:42:27
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Post » Mon Jan 27, 2014 4:25 pm

Hi @OlivierC

Your game is incredibly interesting to me, as a MASSIVE fan of Point and Click adventures from the 90s (Lucasfilm games / Sierra etc), I am also currently (attempting) to develop my own using Construct 2.

You have done a great job so far!! I am a Construct 2 noob, but have managed to get a static character moving around the screen using the pathfinding behaviour.

Can you perhaps tell me the Pathfinding values you are using? (cell size, cell border, acceleration, deceleration, etc etc)

It's just my character does not move like yours! It waits a short while, then trickles along the path, and looks quite bad.

Hoping you can help
Regards
RetroYak
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Post » Mon Jan 27, 2014 4:49 pm

@RetroYak

Hey, funny you commented today, I just updated the game with speak animation and basic inventory stuff (nothing to pick up yet, but all the functions are here and work).

Since my project is 320*200 pixels and that it's rendered in low resolution, not upscaled, it's rather small, so I just set the cell size to 1. I would be bad idea for an HD game, but here it's fine. The reason your character waits is probably because you're working in higher resolution so the path is longer to generate.

Cell border is 0, max speed is 100, acceleration is 600, deceleration 500, rotate speed 600.

I have been having problems with pathfinding lately, sometimes the character will just stop, turn 360 degrees and start walking again. I don't know if it's something I did or if it's a bug in construct. I did not mess with the character movement in a long time, so I don't know what may have caused this
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Post » Mon Jan 27, 2014 5:29 pm

@OlivierC

Great thanks! :) I've been messing with the pathfinding for a few hours, and I think I have a nice happy medium (so far) for my character based on your settings :)

I'd love to see your update!
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Post » Mon Jan 27, 2014 5:35 pm

@RetroYak

Ho, the update is what you already saw, I uploaded it earlier today. I keep uploading to the same folder, so if you check out the same URL regularly (about once a week, I mostly work during the week end), you should see updates.

Edit: I put the link in my signatureOlivierC2014-01-27 17:39:13
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Post » Tue Jan 28, 2014 8:09 pm

@OlivierC

Thanks that looks great! It's really authentic, like a real Lucasfilm Games adventure from the 90's!

I'm not allowed to post links yet, but change the CAPITALS for the symbols :)
dhughesDOTcoDOTukFORWARDSLASHgodspeedFORWARDSLASH

Here is my space adventure I am working on, this is what I have done so far. (No animations on the character yet). Also please excuse the graphics, I just did them quick so that I could work on it.

I'm having trouble scrolling the stars in the background, does anyone know a good way of doing this? Hoping you can help

:)
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Post » Sun Feb 09, 2014 1:03 pm

Could I ask how you're going to handle the conversations and the conversation trees?

This looks fantastic by the way - with the portability of Construct2 you should be able to get a lot of people playing this when you're done!
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Post » Mon Feb 17, 2014 7:02 pm

This thread inspired me to tackle the conversion of my old, abandoned project GOAE (Grand Old Adventure Engine) to HTML5 again.

@OlivierC

How do you handle the tooling? Did you write your own, integrated Construct 2 plugins or are you using an external pipeline for stuff like the scene editor?

Personally, I consider combining XUL (my last build used pure Construct 2 HTML5, but that was before I found out about XUL) and Construct 2 generated HTML5 for my pipeline, so I'll be independent from Construct 2 for most of the work.

The one thing I'm struggling with is coming up with a script engine. I'd love to have something with C like syntax.
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