Pokemon 1st gen remake possible

Discussion and feedback on Construct 2

Post » Wed May 08, 2013 11:42 pm

I took a look at the credits at the end of Pokemon red and it names only 5 programmers. Note that all the other people who worked on pokemon red created things I don't need to create myself (music, images, etc). The only thing I need to do is program. And don't forget that the programmers didn't have useful tools such as Construct . I see it as a challenge. I like creating games and if it doesn't work, oh well. I can at least create an engine which I might use in another RPG.

I already created the text message system. It's working really nicely [<:o)] .

Thanks for the warning. It might sound a little egoistic, but I think I'll keep this game for myself. I don't think I'll publish it. I might send it to Nintendo to see what they think about it, but that's all so far away. Let's see if I can actually get it to work!

What a shame! The party emote is not displaying properly [<:o)] Jasper2013-05-08 23:43:38
B
13
S
3
G
4
Posts: 35
Reputation: 3,358

Post » Wed May 08, 2013 11:45 pm

Go ahead man, and good luck with your remake! o/
B
52
S
10
G
6
Posts: 133
Reputation: 8,715

Post » Sat Aug 03, 2013 7:43 pm

I've noticed that a few of us are making RPGs using Construct 2. Even though every game is of course different, I bet there's many things each of our projects have in common. Like inventory, quests, levelling etc. Is there a good tutorial for all of the above?

I don't know if you've guessed but I find it comforting when I'm following best-practise, and I don't like re-inventing the wheel! :-)
B
12
S
2
G
3
Posts: 86
Reputation: 2,955

Post » Sun Aug 04, 2013 3:56 am

@onion - I don't know of any tutorials, I think it's just that people making RPGs generally don't have a lot of time to write them ^^ But also I have tried helping a few people with some RPG stuff, mainly inventories, but the truth is how you handle most systems will change depending on what you need.

For example, the easiest way to track inventory is to use a dictionary and just add/subtract values from a key that's the item name. But then you will have difficulty sorting those alphabetically when displayed. Also do you need to know how many of each type of item you carry? Like is there a quest that says you need 5 different types of armour? Then you need to either have more dictionaries (which will make adding items slightly less streamlined) or start using an array (which is overall more complex but will grant you much more functionality).

So yeah, to write a comprehensive tutorial would take a hell of a long time. So I think the best way to learn the best practice for your game is to really game doc it out first. Find out exactly how much information about your items needs to be available for conditions, then it's actually really straight-forward.

My main advice though is to make a single function call that can add the items to wherever they need to go depending on parameters. It will save you a lot of headaches!
B
27
S
8
G
5
Posts: 429
Reputation: 6,902

Post » Sun Aug 04, 2013 4:22 am

B
40
S
12
G
7
Posts: 603
Reputation: 7,656

Post » Sun Aug 04, 2013 4:52 am

@EncryptedCow - Nice work! But it is a rather specific inventory like I was saying ;) It's hard to make a one-size-fits-all system. Good on you for doing it, I'd like to see it when it's done - very different from any of my methods so far.
B
27
S
8
G
5
Posts: 429
Reputation: 6,902

Post » Sun Aug 04, 2013 5:11 am

It just depends on how you code your UI, it's going to be different for every game. UI and navigating menus is a great coding practice.
B
134
S
65
G
16
Posts: 1,766
Reputation: 19,190

Previous

Return to Construct 2 General

Who is online

Users browsing this forum: No registered users and 9 guests