BACLog's Forum Posts

  • Looks cool! Did it take 2-3 hours with music and all, or did you have the assets ready?

    Niko the music is royalty free music i found, the sound effects are made by me with BFXR and the art was made on the fly as needed. it was more a test of making a generic platformer without any thought into the way the game looked.

    so all the assets being made and the game set up was a total of about 2-3 hours with the new levels i made and tweaks i made about 4-5 hours.

  • I made a generic platform game engine, it has everything the basics needs, smart enemies, wall jump, a full HUD, a combo system, and a reward for keeping the combo going.

    Basic game is get to the end of the level but thats boring, so try and get the highest score while getting to the end.

    ways to improve your score,

    if you kill an enemy within 2 seconds of each other you will add to your combo multiplier, keep it going till the multiplier hits 5 or more and you will gain a shield that will instantly kill whatever it touches.

    Hold Z to run, press X to jump, if you jump at a wall you will cling to it, hold x to quickly scale the wall or tap it to jump off.

    collecting coins wont add to your multiplier but they will stop the "cool down" so if you dont have any enemies near collect a coin to keep the combo going.

    hearts will just restore one health.

    all the work on this game was made in about 2-3 hours this is more just a means for me to make some thing quick and fun while i work on my main project.

    LINK TO DROPBOX

    UPDATE-

    Added a lot more to this project. pressing down will do a slide or airdash.

    -About sharing the .capx

    I plan on fleshing this out to a full fledged project so at this time i will not be posting the .capx if you have any questions as to how i achieved anything, feel free to ask and i will explain any of the mechanics.

  • add a for each loop, so its like

    "for each "enemy""

       >enemy has LOS to player > enemy simulate blah.

    attach a .capx for more help, that is just my initial thought without much put into it.

  • I honestly have been so busy with other projects I have not touched this project in quite some time, I am getting ready to release my first completed C2 project. I have made several small projects this being one of them and they all helped to get a better grasp on C2 as far as I can tell this is where the megaman project ended not sure if it is the same one uploaded or not but i'll link to the .capx I have saved.

    I have not looked at it in a long time so I dont even remember what I have done.

    https://dl.dropboxusercontent.com/u/45198/Megadude.capx

    and this is a megaman X style wall cling

    https://dl.dropboxusercontent.com/u/45198/MMXWallJump.capx

  • I have always done this by using variables, have a Boolean of "idle" or something and have a different action for if true or if false, set the boolean to be true or false if player is running or not.

  • if it is just certain sections of the level, make a gradient from transparent to black in photoshop, make sure you have the transparency then save it as a .png import it into the game and leave it in the area it fades into.

    example

    https://dl.dropboxusercontent.com/u/45198/fade.capx

  • this is simple just use your "scroll to(Exa1.X, Exa1.Y)"

    but have it look like

    "scroll to(Exa1.X, Exa1.Y+50)"

    or whatever amount of pixel height change you want,

  • haha, fairly fun, I enjoyed the section where you have to walk off the ledge and double jump mid fall to get to the next platform.

    your level design was good and enjoyable.

    art wasn't bad either, I liked the clouds.

    make something longer next time I would enjoy playing it.

  • or set the even where the health is removed to only trigger once.

  • just give them platform behavior and then they wont fall though the solid "floor" piece.

    platform behavior works with solids, you dont need to have them set to solid behavior and they will not pass solids.

    Be sure to disable default controls, it the enemies.

  • dont use physics for the crate pushing, give the crate 8way directional behavior or platform behavior and create the effects you want.

  • I always assume f2 and f4 being the save and load keys, but i dont know.

  • Here is a capx i made for someone else, http://dl.dropbox.com/u/45198/Doors.capx

    it is basically the same thing but just in the same layout. so all you would do is when the door opened rather then moving the player to the other door, set global variable, and goto layout 2.

    make sense? if not i can make an example for you.

  • Just use a global variable, and based on what that variable is set to, have the player character spawn there.

    E.G.

    Player leaves layout 1

        >from exit Point A

            >set global variable to layout1A, AND go to layout 2

        >from exit Point B

            >set global variable to layout1B, AND go to layout 2

        >from exit Point C

            >set global variable to layout1C, AND go to layout 2

    Then on the start of layout 2's event sheet.

    start of layout

       >global variable is set to "layout1A"

           >spawn player at "entrance A"

       >global variable is set to "layout1B"

           >spawn player at "entrance B"

       >global variable is set to "layout1C"

           >spawn player at "entrance C"

    So on and so forth.

    example I used a Text variable, you could also just use a number system but i like text as it is easier to understand.

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  • I'm not quite sure which bit you're stuck on... to implement the camera "box", you want an invisible sprite that's either pinned to the player or has its own logic/movement functions depending on how you want to control lag/lookahead etc.

    Then to actually move the camera, use the system Scroll To action.

    thanks for the reply, I actually got the system working exactly how i want it to.

    I did not want the box to be pinned to the player but to have the player "push" the box as he touched the edges so the player would always be constrained within the box, but the box would move at the edges, this would allow for the camera to follow but when making adjustments on platforms the camera would be stationary unless the player moved more then 16 pixels left or right, or 180 pixels up and down.

    I have solved my problem after taking a break from it and coming back to the project I got it to work by just testing the "camerabox.x" vs the "playerbox.x" and if "playerbox.x" was greater then 16 pixels move it in that direction.