Dungeons: Game like Diablo (test)

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  • Original Post:

    I'm trying to make a game like Diablo to discover new ways to create events and to test the pathfinding.

    The transparency of the walls works (almost) right, except some glitchs (do not know why). Now I'm "fighting" with the enemies, but is hard make works well. I've tried with 8-directions for the enemy go to the character position directly, but gets stuck on the walls. With pathfinding goes well, but when I have some enemies at same time, the pathfinding works... weird.

    Updated 03-07-2013:

    The last version of this "test game" is 0.17. If in the future I want to make a game like Diablo, that will be the start point. <img src="smileys/smiley2.gif" border="0" align="middle" />

    The game:

    googledrive.com/host/0B2Mpc7S5XXNsMV9KZXBucU4xeUk/index.html

    The .capx:

    docs.google.com/file/d/0B2Mpc7S5XXNsS2ZyZXRyRW9pZWM/edit

    -----

    Examples maked by myself to some thing of the game:

    Showing the position of walls and enemies than the Player position:

    docs.google.com/file/d/0B2Mpc7S5XXNsYnRPTVNGV20tNTA/edit

    Taking objects by IIDs:

    docs.google.com/file/d/0B2Mpc7S5XXNsS3d1cjlPdWotZTQ/edit

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  • Your pathfinding is somewhat broken, methinks (takes way too long for the repositioning to kick in).

    I had similar issues when I first tried the pathfinding behaviour but, eventually, fixed them.

    Could you upload the .CAPX?

  • Yes, here:

    docs.google.com/file/d/0B2Mpc7S5XXNsS2ZyZXRyRW9pZWM/edit

    Sorry, but all the comments are in spanish <img src="smileys/smiley9.gif" border="0" align="middle" />

    Quick translation:

    • Muroder = wall north-east oriented
    • Muroizq = wall north-west oriented
    • Habitacion = number of room where the player is
    • Cambio = the key to change walls opacity
    • Mazmorra = number of dungeon
    • Entrada = wich stair you start when enter on a level
    • Pies = feet, the position of the character
  • Update!

    Thanks to the help from that thread of Dcrew: scirra.com/forum/c2enemy-line-of-sight_topic45095.html

    With this, the enemies now works correctly. When are in your line of sight, they starts to move to chase the player, and when the distance is so long, they stops.

    Now the walls are differents graphics (a few for now), that changes by level and type of enviroment.

    Now I go to find how the enemies blocking you and then attack you. The enemies with solid behavior makes weird effects with the pathfinding...

  • Update!

    Better use of the line of sight with the enemies, correct some bugs.

    • Add doors, now the rooms shows all the extension with the transparents walls, like Diablo.
    • Add Test Button to see the lines of sight and room where the character is to test the game.

    Now I am tryng to make the enemies visibles correctly to the main character. Then, I will make animations for the characters in all angles .

  • Update!

    This project is still a challenge for me, but I am getting good results at last.

    Version 0.12:

    -------------

    • New programmation for the process of walls and rooms, now works (almost) perfectly.
    • Added two heros (the same character with different colour, for test).
    • Added animations for the heros and the skeleton enemies (only for test).
    • Better movement with pathfinding, improving animations with the behavior.
    • Some new wall graphics (for test).

    I am working hard to obtain the best result. <img src="smileys/smiley4.gif" border="0" align="middle" />

  • Trying to make something with IIDs, I make that little example. I put it here if could be usefull to someone <img src="smileys/smiley2.gif" border="0" align="middle" />

    docs.google.com/file/d/0B2Mpc7S5XXNsS3d1cjlPdWotZTQ/edit

  • I decided update my example file to show the walls and enemies in the correct position than the player, and upload too. Here is the .capx if can be useful.

    docs.google.com/file/d/0B2Mpc7S5XXNsYnRPTVNGV20tNTA/edit

    Every time I update game or upload some example, I will edit the first post of the thread with the new info. <img src="smileys/smiley1.gif" border="0" align="middle" />

  • New and last (by now) update!

    Finally I find how make some things to repair bugs and make things work better.

    • Now the process to search the enemies is perfect, and the hero attack and destroy the enemies.
    • The enemies now can attack to the hero when is near and hurts him. When loses all health points, game is over.
    • Added test attack animations for hero and enemies.
    • NOTE: Only skeletons works nice, the another enemy is only to test the families and only moves.

    By now, that "test game" is finished. I learned a lot of things with that, and I want to try another types of games to see new situations and learn more.

    I hope you like my work and the .capx was usefull to your games. <img src="smileys/smiley12.gif" border="0" align="middle" />

  • hi

    looking good, I couldn't open it all as I only have the free version.

  • Hey

    Can you please upload the last .capx, the one you are using in the playable demo?

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