Tile-based RPG possible yet?

For questions about using Classic.

Post » Wed Jun 03, 2009 10:24 pm

I'd still say there's a lot to be done for a full fledged game - depending on what you want. Ladders, enemies, AI, etc.
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Post » Thu Jun 04, 2009 12:39 am

Construct *is* for making specific types of games extremely easy to create... or at least prototype. With the addition of global objects (not sure when they were added, but I asked for them a long time ago), I'm getting very excited about what might be made with Construct. You can already make platformers and arcade shooters with little effort. Why not add to that list?

Here are a couple ideas:
1. Tile grids. (That's what I'd use most.)
In RPG Maker and Game Maker you can use a tiles sheet or tileset or whatever a large image containing tiles is called. You'd think something like Construct would have a similar feature.

2. Orbit object behavior.
Easily make objects orbit other objects. This is not an absurd request. It's easily coded in an object-oriented environment, and it would be extremely helpful in the case of arcade shooters. :mrgreen:

I know I'm going off topic, but hey, we're starting a discussion here. I'm just rolling with it.
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Post » Thu Jun 04, 2009 2:09 am

[quote="fantasyjam":2t99dqaz]Construct *is* for making specific types of games[/quote:2t99dqaz]
nah, it's really for making anything game related, there's nothing type specific about it.
[quote="fantasyjam":2t99dqaz]Orbit object behavior[/quote:2t99dqaz]
This is really easy to do. it would be like adding another pointless rotate behavior. just make it set position to

object.x+cos(value which counts to 359 then resets)*orbit range
object.y+sin(value which counts to 359 then resets)*orbit range
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Post » Thu Jun 04, 2009 2:15 am

Has NOBODY seen the tileset import options in the import screen!?
I use it quite often for mucking around with RPG maker tiles
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Post » Thu Jun 04, 2009 2:43 am

Just import the tiles, turn on the grid and your set.
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Post » Thu Jun 04, 2009 9:00 am

[quote="fantasyjam":3jyasf2u]Construct *is* for making specific types of games extremely easy to create... or at least prototype.[/quote:3jyasf2u]

The program by itself and the default plugins/behaviors aren't for this. Any specialised plugin/behavior however can be made to make tasks easier. They're alot of effort, so you should hire someone for custom solutions if you want them badly.
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Post » Thu Jun 04, 2009 12:49 pm

[quote="fantasyjam":tfg2zs4c]Construct *is* for making specific types of games extremely easy to create... or at least prototype.[/quote:tfg2zs4c]

As deadeye said some games are easier to create than other because of the plugins and behaviors but there is still alot of work to be done out side of the plugins.

[quote="fantasyjam":tfg2zs4c]With the addition of global objects (not sure when they were added, but I asked for them a long time ago),[/quote:tfg2zs4c]

Objects have had the ability to be global since I joined, they are useful for certain things but they dont work in the same way you think they would

[quote="fantasyjam":tfg2zs4c]
2. Orbit object behavior.
Easily make objects orbit other objects. This is not an absurd request. It's easily coded in an object-oriented environment, and it would be extremely helpful in the case of arcade shooters. :mrgreen: [/quote:tfg2zs4c]

ummm if its so easy just download the SDK and program it yourself. construct is open source so the great thing about it is that you can add what you think it needs or what you want it to have.

[quote="fantasyjam":tfg2zs4c]1. Tile grids. (That's what I'd use most.)
In RPG Maker and Game Maker you can use a tiles sheet or tileset or whatever a large image containing tiles is called. You'd think something like Construct would have a similar feature.[/quote:tfg2zs4c]

Im pretty sure that there is an ability to import a tile set somewhere as arcticus said. Also you can make a level editor easily enough and if you dont feel up to making one then you can wait till I get my the one Im planning on making out.
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Post » Sat Jun 06, 2009 4:13 am

Can someone make that more explicit, please? How does one actually access this feature? I have been searching and looking through the documentation and such, but I can't find any kind of "tileset import." It would be a real time saver.

Is this separate from the animation frames import?
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Post » Sat Jun 06, 2009 4:21 am

The tileset editor IS the animation frames import screen
Just set the tile Width and Height and click the cut into tiles box
bingo tiles
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Post » Thu Jun 03, 2010 1:40 am

how do you import tilesets? can you atleast show me some pictures?
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