Legend of Zeldinia Update 1 - Day 3 of Contest

If i was impressed by a Zelda-like game made in Bubble, then with a game maker made in Bubble, :exploding_head:

I want to play it! Iā€™m bored of making money with pizzas :joy:

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I think it just made more sense to make a game builder than to make a game. Seemed almost easier. I just made a way to get a sword out of a chest and put it into your inventory. You can even equip it swing it around. :blush:

hahaha :joy: The pizza game was fun for a while.

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I just submitted the project on MakerPad, hope to get all your support! :blush:

https://www.makerpad.co/p/game-builder-by-nocodeminute

Hi,
Great app youā€™ve created.

Iā€™m building an app called BattleMap to help my gaming group (and others) run our roleplaying sessions online.
The app includes a 30x30 grid (900 cells) and Iā€™ve found performance when loading the grid (an RG) to be a bit of a challenge. Seems your zeldinia app is also based on a grid.
Have you found a way to make loading times acceptable?

Cool! Yeah, I basically use set states and display the repeating group as a list of numbers, using this Toolbox plugin, instead of database results which will take longer. The set states are very quick.

Hope that helps! :blush:

@j805 www.NoCodeMinute.com

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Thanks @J805,
Iā€™ve been doing the same using the Toolbox plugin. ListOfNumbers is great.
At first I set it up to do two sets of RGs, first one for the rows and then one for the columns within the first one.
As grid size has increased so has loading times and I recently switched to cell numbers instead of row, col to see if that helped.
It did help with performance when moving things around on the grid (I use drag/drop groups so users can move wherever they like in one go) and thatā€™s very fast now.
Initialization/rendering is where the problems are for me and it takes up to 15 seconds at worst case to draw the grid so I staggered the load to make it feel faster than it really is.

@anders.eidergard :wave:

Cool, so glad itā€™s getting faster. Optimization is vital for games and things like this to work smoothly.

Is there a reason why you use two repeating groups instead of just one?

The idea was that creating two smaller RGs would be faster than a single really big one. Also referencing row and column just made sense to me at the time.
For the smaller 10x10 and 20x20 grids that proved to be the case, but when I increased to 30x30 performance dropped and so I changed the structure.

Even with just a list of numbers? What are you displaying in the repeating groups?

Cool that you were able to figure out how to optimize things. :blush:

Yes, just the list of numbers.
Same list of numbers used twice, once for the columns and one for the rows.
In the rg cell thereā€™s a ā€œCharacterā€ with column and row data (and now cell number). This is shown or not based on which cell it is and if that correlates with where the ā€œCharacterā€ thing.

Also a drag/drop group and a drop area since ppl can move around the grid freely.

Sounds cool. You really learn a lot about optimizing that way.

Are you using set states to make things quicker too?

My first game I built didnā€™t use the database at all. It was super quick. :blush:

Canā€™t use states since this is a multi-player experience and needs to be shown to everyone live as things happen.
Performance when moving/dragging around is quite acceptable, itā€™s the loading/rendering thatā€™s been needing some work and still does.

Ohhhh. That makes sense. Yeah when I started doing a multiplayer Zelda, it got a little slow. One thing that sped it up was by updating it every second instead of each move. For some reason it was better that way.

Canā€™t wait to see what your project looks like! :blush:

Sure, hereā€™s a link: https://battlemap.bubbleapps.io
Call your group something, give it an entry code and off you go.

As Iā€™m writing this there are 510 rpg gaming groups created in the app.

Wow, Iā€™m impressed. Looks pretty cool. :blush:

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@J805 Very impressive!
How is the logic done in bubble? Thanks in advance!

Hey @luminrabbit :wave:

Thanks! I will be releasing a Joystick Gamepad Controller too the template page soon. It will show a small part of the logic that I use in this game. It uses a lot of set states and workflow and speed optimization techniques to get it to be fast enough to run comfortably. It took a lot of work. :sweat_smile: Still working on the logic to create a villain.

I will try to remember to post here when I release the template as well. :blush:

Hey @luminrabbit

I finally got the template approved today. Here it is: Joystick Gamepad Controller Template | Bubble

This shows you how to make the joystick change a field to Up, Down, Left, Right.

Hope that gives a little insight on how I was able to create a game. Itā€™s not a full game, just the joystick :joystick: part of it.

Hope that helps! :blush:

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