tile-based movement with animation

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Post » Sun Jun 02, 2013 5:44 pm

Hello everyone !

(first of all, forgive the mistakes, I'm french!)

2 months or so ago my girlfriend and I started playing an amateur pokemon game, remembering good ol' times ^^ For several reasons though we got fed up with it 3 weeks ago. Still, in the meantime, we got addicted to it. My gf then had the idea of creating ours (just for us and a handful of friends to play)...

I have absolutely no skill in programming even though a few years back I learnt html and php/mySQL on my own as a hobby (that's why I know I can do it). After a few days of looking around and trying out I decided to use CC. And even though I've read a lot around this forum I still haven't begun anything yet. I'm about to begin but I'm wondering if the principle I'm planning to use for the tile based movement is the right one.

What I want to do is trigger a movement of 32px each time a direction arrow is pressed (with bullet pattern) but beforeahand, the game would check if the tile is ok. That would enable objects to be set to solid since the player's sprite is smaller than a tile. I'm afraid that this would require too much resources (even though a pokemon-like game isn't really resource-consuming) and I was also wondering if this would allow the player to move continuously (without any lag each time a tile is reached) and if the walking animation would'nt be too hard to time.

I hope this is understandable. Pardon me if there's a topic I missed that might help me.
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Post » Sun Jun 02, 2013 6:11 pm

Hi @Abhorash I'll try making an example up for you in the next few days, but it shouldn't be too hard or too resource intensive to do. In the mean time you can grab a copy of the latest Construct Classic R2 version and an examples kit from my website: here
"Construct 4 lets YOU make advanced games! (but not play them)" Construct Classic - Examples Kit
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Post » Sun Jun 02, 2013 8:10 pm

thank you @Jayjay !

I'll try on my end in the meantime now that I know that it won't be in vain. And I had already downloaded construct but not the r2... How come ? Is that because the last version wasn't made by construct's original creators so the file isn't hosted on their website?

As for your example kit I have already read a few tutorials but I might take a look at it if I'm stuck. Thanks again and I really think I went for the right software to design our game !
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Post » Sun Jun 02, 2013 8:31 pm

@Abhorash I don't know why R2 was never linked from the main page, it was always available for download on the forums once it came out, and it's on the official Sourceforge page for Construct Classic. I think it might have had community efforts put towards it though.

No problem, the kit is just a zip file of all the source cap examples and open source games I've made in CC



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Post » Tue Jun 04, 2013 4:13 am

Here you go, the only difference is that I made it so you have to stop and turn to change directions, but that's easy to remove (remove angle checks): https://dl.dropboxusercontent.com/u/4714446/TileMov.cap
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