BACLog's Forum Posts

  • DialgaBrite

    While i appreciate the comment, I have pretty much stopped completely on this project, mostly due to my own projects taking up more time and effort.

    I mainly used this as a means to teach myself construct 2, pretty much the first project i made after the basic tutorials.

    I may comeback and fine tune this more as i finish up my current projects since my next game will be a side scrolling shooter and the learning experience will be once again meaningful for me.

    as for the charged shot/slide fix differences i am not sure, i do know in the .capx i have on my computer has them, so i reuploaded the .capx (new file name to make sure the changes update) if you still want it here you go.

    https://dl.dropboxusercontent.com/u/451 ... ever2.capx

  • gfigueroa

    Some things in that capx can be updated and made better, like rather then have the Y Vector set to -1 to have megaman fall i could have used an expression like "player.Platform.VectorY-player.Platform.VectorY" which gives a more natural feeling rather then the -1 it is set to which kinda makes it feel like you are forced to the ground.

    A few animation things i would have liked to touch up and make better, would probably use a 2 sprite method rather then one sprite so the upper body and legs would stay fluid and insure the run animation was consistent even when running and shooting.

    another option would be to have a instance variable that held the frame number of the run and just on return to the run set the animation frame number to that variable IDK probably a better way to do it.

    but for the most part i am still happy with how it turned out. needs work still but feels almost right.

    the slide is what is off the most, i would like for it to have a check to make sure no solids are offsetting the player on top and keep you in a slide as long as you are offset the solid.

    I also use a set player.x method for the slide this is a bad method of performing this action, I later learned a much better way using vectors and max speed increase rather then using the method i have here which is buggy and will raise you off the ground if you slide into the wall.

    I made a more megaman X styled dash that would work with tweaks as a megaman classic slide if you want it uses vectors and you can change direction mid slide which is nice but you might have to disable jump i don't remember how megaman classics slide works completely off hand.

    I might go back to this after i finish my current game, as my next game is more in the vein of classic megaman only with time controls, but never hurts to look at games that did the genre you are trying out right.

  • Player is jumping > set deceleration to 4 (or some other low number that gives you the feel you want.)

    Player is not jumping > set deceleration back to whatever it was.

  • try setting it up as one trigger event and 2 sub events.

    On player landed>

       hurtfall is playing > set animation bounce

       else> set animation to stance

    I am not sure why you have a "is moving" and a "is not moving" condition for stance, i would have to see the rest of your code.

    a second way to do this would be to set a instance variable and test against that rather then the animation state.

    it all depends on how you handle your animation triggers in your events.

    depending on how you have your walk trigger and stance trigger you probably don't even need any lines of code for it to function like normal after falling.

  • BACLog

    I decided to download the capx after all... Wow... And it's still not finished huh? smh... I think I'm going to rethink this "mega man" esque platform game. I may try it one day though, just not right now

    <img src="smileys/smiley13.gif" border="0" align="middle" />

    CEO

    Look, no one is going to make the game for you, neither will they create a tutorial to cater to you.

    I created that capx as a means of teaching myself how to use construct.

    Making a megaman clone is not hard or complex.

    The tutorials and guides that others have made are stepping stones to teach you certain skills or aspects of the program.

    Try following some of them and building small test games before you decide to create your game.

    you come off as very self entitled and I for one feel no need to help you any further.

    that capx I posted should more then get you on your way to making a megaman game. I am not and will not create a game for you. It covers the basics of a megaman styled game.

    the audacity of some people.

  • Complex, global and instance variables?

    I made a megaman clone during my first few months using C2, I posted the .capx on the forums.

    the event sheet was documented and talked about all the logic behind each event.

    scirra.com/forum/generic-megaman-engine_topic63197.html

  • Contra does split the top and bottom half into 2 sprites.

    so did megaman, most games that play in this style i can think of used this method.

    generally if in the old school game the legs would move and the bottom half would animate differently and you could attack or shoot while walking it used this method. unless the sprite stopped moving before the action went off in which it most likely did not use this method.

    but yeah Contra splits sprites into a top and bottom half.

  • generally when it comes to games like this using multiple sprites is the route to go, legs seperate from the torso ect.

    Using this method you can easily have the upper body shoot in multiple directions while keeping the leg animations fluid and looking good, also if your game has any weapon change outs or sprite tweaks based on power ups changing the upper body (normally fewer frames than the walk animations) it is a much simpler task.

    just use pin behavior and image points to make sure the parts line up correctly.

  • just input a large number, 10000000 or so and it should be almost constant top speed without any acceleration or deceleration

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  • set the player box max speed to something like 400, or so and it should work, but you have to reset the speed to whatever it is after the knock back is done.

  • just download audacity off sourceforce, (google audacity should be like first link) then open the sound file and save it as .ogg or .wav

    .ogg is much smaller and has same sound quality if not better.

  • just make it an "or" block and have both on the one event

  • set the logic on variables, then have the variable chosen at random.

    example

    Enemy is within range of player: > set "Choice" random(1,2)

              Variable 1 is set: > sword attack pattern 1

              Variable 2 is set: > sword attack pattern 2

    where "choice" would be a variable

  • this is just how I would do it.

    https://dl.dropboxusercontent.com/u/45198/bird%20example.capx

    I am not sure what movement you are trying to achieve but I like to handle my left and right this way.

    Also I used platform as an example you can always use 8 directional but with the max fall speed set to 0 platform will just let you move left to right.

  • honeben

    I never used the persist behavior and I have a habit of doing most of my C2 stuff with variables as they tend to always do what I want of them, so when thinking of how to do something without having the program open in front of me I default to Boolean variables.

    Always multiple ways to achieve the same results in C2

    Another way would be to have an invisible "coin spawner sprite" at the locations of all the coins with a variable on the spawner and

    At start of layout >

        For each Spawn sprite>

                 Spawn sprite "collected" = false > spawn coin.

    then on collision with the spawn sprite set the variable to true so when the layout restarts the coin no longer spawns.