alexwdara's Forum Posts

  • My approach towards melee combos would have to be associated with frame animations. I wanted to know your thoughts about how i came up with events.

    Basically

    If a character is in an animation frame and if a character presses attack again, the next animation sequence will come out.

    Think of it as a brawler. Combos are being made by pressed with button succession within a certain time frame.

    I got this idea from playing street fighter and i wanted to test it out in the construct 2 engine.

    I just wanted to post this up in case anyone didn't have an idea how to start doing this stuff/ I wanted people to give input as well

  • dropbox.com/s/3ej9dn6qoc0aam5/Stage_01_Character_Movement.capx

    There is absolutely no art. This is just basically a stage I built, but I just wanted to do a basic layout before I get started onto anything big. I'm currently in school, so working on this game is a hobby I do on my free time.

    So far I put in double jumping, death on spikes, checkpoints, shooting, and charged shots. I have a dash, air dash, and wall jump that still need tweeking before I update the game.I feel that character movement is a big part of the game before I move onto enemy ai and stage events.

    If you guys try out what I've created so far, you guys will see that the gameplay is similar to mega man/mario. There's plenty more I want to do like make it a beat em up with some rpg elements and upgrades within he game, but for now this is all I have. Hopefully I can find an artist in the future!

    Please give me some feed back guys. I really do want to make a game that resembles old school platformers with new school elements!

  • For anyone who's new I've implemented a shot, charge shot, doube jump, checkpoints, and death.

    I have other features I did not add on this build such as, wall jumping, dashing, and air dashing.

  • Wanted to know if I would run into problems if I did the jump-on-enemy mechanic the same as scirra.com/tutorials/253/how-to-make-a-platform-game vs. the scirra video made by yan.

    dropbox.com/s/3ej9dn6qoc0aam5/Stage_01_Character_Movement.capx

    You can skip all the other things I've implemented. I have been developing this game for some time, so there are a bunch of things.

    Look at what I did with the enemy. Basically I made it so that if I was falling and self.Y is less then enemy.Y the enemy will be destroyed

  • Just to brain storm and gather information from the community members.

    Where do you guys get art inspiration from for the games you are making.

    Mine are currently mega man series, street fighter, king of fighters, secret of mana, gun star heroes, and some of the x-men games.

  • I've experimented here and there with by moving pixels. My question is:

    Does the accerelation or speed have anything to do with how far pixels jump/move?

    Ex. my acceleration is about 300, while my x movement (dash)when pressed is 500 pixels. If I stand idle the sprite and press the dash button it'll jump forward, BUT when I run and press the button it seems to be less movement, or it won't even move at all.

    Can anyone give me a helping hand?

    I haven't saved any files or made a dropbox for this particular question. It's just something I've encountered.

  • I can't open it in construct since i only have v132.... is there anyway you can post a pick of what you did?

  • dropbox.com/s/rbst8mupmce365y/Charge_Shot.capx

    This is what I have so far. I've tried adding both a for each condition and a trigger once

  • I set the angle of the bullets according to which direction the player faces: 0 degrees for a not mirrored position, 1800 degrees for a mirrored.

    The direction the bullets I want them to go work fine. It either goes straight left or straight right.

    The problem comes from having multiple bullets on the screen. Whenever I have a bullet going right and I flip the player the older way and shoot another bullet ALL the bullets on the screen turn 180.

    I've tried to set either the bullets to trigger once, but that doesn't seem to fix it.

    Do any of you have any clue how to fix it so that the bullets go in a constant direction for each single bullet, without having to flip sides if i shoot the other way?

  • Ok new problem. So once I let go of a bullet, that's not charged,if I charge another bullet right after, the bullet that was not charged, starts to grow.

    I used a trigger once condition, but I'm assuming that's not it

  • But I just did now! THANKS

  • No I am not.

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  • dropbox.com/sh/5rrolaohi2lowps/g1zR_KCZqn

    So that's my file for what I have for charging a bullet and making it bigger. On release the bullet will fly faster as opposed to a regular bullet as well.

    The problem comes from when I start moving. If you guys notice the bullet itself will stay in the same place while the player is moving across the screen.

    Can anyone help me figure out how I can hold the bullet at the end of my imagepoint while I move around? I want the bullet to be able to stay with the player, not be left at one spot

  • I know there are plenty of ways to make a character dash. My way is to have the character set platform vector x to xx amount I want.

    I've also done double jump the same way, while my character is in the air.

    I just wanted to know if my way is the cleanest way, or is there any other solutions that others have made up.

    To be more in depth with double Jumping:

    Condtions

    Player is NOT on the floor

    Jump button pressed

    Action

    Player set platform vector Y to - 700

    Dash:

    Condition

    A is pressed

    Player platform is on floor

    Action

    Player set platform vector X to 500

    I'd also like to ask if there is some kind of relation tot he acceleration speed and the vector X,Y movements?

    Thanks a bunch

  • So as the title says, I'm having trouble putting origin points on my sprites, are there any settings I can go to place them on my sprites? I'd like to put an origin on a Player Box, and a Sprite on top of that box. Eventually i'd like to make the sprite shoot, but i would also need another image point to be created at the tip of the gun.