Setting up a complex skills system?

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Post » Thu Dec 19, 2013 3:07 pm

@keroberos, the game that my game is mostly modeled after is Zombieville USA 2. Other beat 'em up style games that I play on Ipod are "Double Dragon," "Bloody Harry," "OMG, Pirates!" and "Arson and Plunder." I also play the old X-men beat 'em up on my android tablet. My favorites out of this bunch are Zombieville USA 2 and Bloody Harry. I think each of them would set you back 99 cents.
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Post » Thu Dec 19, 2013 3:07 pm

@PSI You're welcome, I'm glad I could help)

[QUOTE=PSI] ..How much coding did you have to do to get to this point?..
[/QUOTE]

If you mean this particular example, it took about.. 4-5 hours maybe?(I know I'm slow :P)
As for my overall coding expirience, it's none to little) maybe a couple of months of non-intense C2 studying and basics of OOP long time ago:)
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Post » Thu Dec 19, 2013 3:08 pm

"Arson and Plunder" has novel level design and it scales the characters, the farther back in the layout they go.
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Post » Thu Dec 19, 2013 3:09 pm

I am wanting to design my game for PC and iOS and perhaps android. Should I try to do all of this at once or should I start with one platform and change it later to fit another?
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Post » Thu Dec 19, 2013 7:07 pm

I haven't tried mobile platforms yet, so not sure..
But making a polished PC project and then porting to other platforms seems like a nice idea to me:)
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Post » Fri Dec 20, 2013 12:53 am

@JJList not intended to run on mobile device? Perhaps you should go back and reread PSI's requirement.keroberos2013-12-20 00:54:03
I got a game that you multiply, breath fire with two heads and brawl foes to oblivion with your clones: http://www.newgrounds.com/portal/view/660664 (use Chrome on Windows for best performance)

My sites:
http://twinblazar.deviantart.com
http://twinblazar.newgrounds.com
https://twitter.com/twinblazar
http://www.pixiv.net/member.php?id=15072448
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Post » Fri Dec 20, 2013 1:05 am

@PSI C2 should handle the platform differences for you but there are little more issues that you need to implement, such as differences in input handling for different input devices (ex. Keyboard and touch screen)

There are also performance issue you need to take care of. Your nice i7 laptop can run hella lot faster than your Galaxy S4.

Try play around first and @JJList 's demo is a good start.
I got a game that you multiply, breath fire with two heads and brawl foes to oblivion with your clones: http://www.newgrounds.com/portal/view/660664 (use Chrome on Windows for best performance)

My sites:
http://twinblazar.deviantart.com
http://twinblazar.newgrounds.com
https://twitter.com/twinblazar
http://www.pixiv.net/member.php?id=15072448
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Post » Fri Dec 20, 2013 1:11 am

@keroberos I know, mate. As I've said, it is not a complete solution,
but a working system that (I hope) can be easily recreated/modified to meet PSI's needs:)
And the reason why it was not working on your smartphone is no touch input added, I believe :PJJList2013-12-20 03:41:47
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Post » Fri Dec 20, 2013 8:31 am

That's almost exactly what I was looking for for my new project. Thank you very much for sharing this JJList! I will take a look at the capx and hope I can figure out how to do this for my game. :)
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Post » Fri Dec 20, 2013 2:51 pm

Thank you fellas.
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