BACLog's Forum Posts

  • I am trying to create a camera system similar to the one described on this blog post.

    http://dev.yuanworks.com/2013/03/09/little-ninja-dev-smart-camera-movement/

    If you look at that post it shows the camera system they have created it is similar to super mario world and various other "fast" platform games camera systems.

    I know how to lerp a camera and I can figure out most of that portion my problems comes with the way to implement the "smart" camera in the link i posted it shows that the player collision box has a "camera box" around it that only moves when the player is at the edge of the box if the player is moving right the box will also move right when the player reaches the edge of the box, upon turning left the camera wont move until the player box reaches the left edge of the box.

    now here is my problem, without any of the camera programming how do i just get the "camera" box i make to follow and move with the player in the way shown in the video.

    i have tried using 8 directional behavior and having it have high acceleration and deceleration to no avail, the box just zooms past the player, i have had similar camera ideas before i saw this video but none of the methods i played with worked well.

    I am just asking about the box movement but if you want to help me more with the camera functions i would appreciate it.

    camera control has been a large pain i have dealt with since i started on C2 i can never have it move quite the way i want it to and this box movement seems like an amazing solution but i cant get the camera box to follow the player box sprite at all and its quite frustrating.

    to make sure people know what i am talking about look at this video (its also on the blog post which details it in more depth as well as general camera behavior) and pay attention to the first minute or so, where the player has a blue box around them showing how the camera functions.

    http://www.youtube.com/watch?feature=player_embedded&v=uAdvFVmW-rE#at=37

    EDIT:

    I figured it out nevermind, i just needed to take a break and comeback to it anew.

  • swimUpVector is not a variable you make in construct its a number you set based on how high you want the jump to be, if you want the player to go higher set it to like 500, that will be a normal jump (i think 650 is default jump height in construct 2 platform behavior.)

    so it should look like

    add event: Keyboard>KeyIsPressed>Space (or whatever you use for jump)

    add condition: Player>IsOverlappingOtherObject>Water

    add action: Player>Platform.VectorY = Player.Platform.VectorY + 250

  • I made a quick MMX style wall cling/jump example it has comments documenting it.

    http://dl.dropbox.com/u/45198/MMXWallJump.capx

    its not perfect but it should help anyone who wants to do something similar.

  • Hey looking better.

    try making the wall jump higher, the Y vector you get when jumping off a wall is crazy small and you cant jump off the wall only up it, in MMX you can jump off the wall to get behind bosses and the like.

  • this is great! any chance of you uploading the updated capx? id love to play with that :D

    now we just need a castlevania engine in here :P

    I'll post the updated one when i do a little more on it, i have not have much time as of late

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  • the ball seems a bit weird to me, seems like it doesn't follow the trajectory line, it would shoot slightly to the right of the line for me. but otherwise really good adaption of the game.

  • Nice, there are some bugs indeed but it's pretty functional so far. You did have some neat ideas there. For now, I think you should focus on (1) Megaman's movement and animations and (2) Making your code more efficient, like BluePhaze says.

    I'm doing a MegaMan X Engine! Check it out!

    http://www.scirra.com/arcade/example/3693/megaman-x-engine-beta

    what about his animations and movement need work? for the most part it feels about right, speed adjustments are necessary and maybe jump strength.

    the code is fairly efficient, all of the points he made I have done long ago.

    I have solved the slide problem since this was last posted. lots of help from the how do i section, many new ideas, all worked extremely well.

    anyways this was more to just get a feel of what making a megaman like game would be like, i have a puzzle game and a platformer without shooting i am working on right now that take precedence, I do like to use what i learn in test engines like this project so i may return to it with a more megaman style slide action (cant stop sliding if under low space) and better more megaman like enemies and levels. i hope to just remake cutman's stage 1:1.

  • this is kind of a step in the direction you want but very basic and would need some tweaks to be a full fledged game.

    http://www.scirra.com/forum/topic62057.html

  • Hey,

    Instead of using player.x you should use the platform's Vector X to move the player.

    Do not ignore the platform input; instead set the necessary parameters to disable jumping, etc.

    <img src="https://dl.dropbox.com/u/11076434/C4DSamples/Solution.jpg" border="0">

    And finally, don't forget to restore those parameters :)

    <img src="https://dl.dropbox.com/u/11076434/C4DSamples/Solution2.jpg" border="0">

    Here's the LINK TO DOWNLOAD to the sample of my solution.

    this has solved so many things i cant even explain to you, haha i have been having trouble using the X vector for various purpose as it seemed to only move the player a short distance if any, i guess its the deceleration set to 0 stops the action from stopping after the short burst of movement. thank you very much for all the input.

  • Doesn't completely remove it but makes it unnoticeable ...

    MegaFixed

    Cheers ...

    Thank you Whiteclaws, I appreciate it.

    I would never even have thought to go that route as I was so focused on how the right direction worked fine but the left did not what so ever.

    On another note, i added to the instance where you set the global on down press to player.y+8 and it is even less noticable

  • haha, there is probably a math solution somewhere, I just tend to be bad at getting math expressions to function as I expect them to so i tend to rely on variables

    but it does work so hope it helps

  • I think you are thinking way too complex for this.

    I got it working using 2 variables one that holds the "score" and one that displays it on screen.

    placed an event like,

    Score is not equal to display score

       -every 0.01 > add 1 to display score

    whenever the score changes the display score will quickly add 1 till it reaches that amount.

    .capx example download

  • While trying to just remake a basic MegaMan NES clone to get even more comfortable with C2 I have come to a halt as I am running into a constant problem, And I do not understand it at all. Whenever I collide with anything while sliding to the left (only happens when sliding to the left and not the right) the player will "climb" whatever he is colliding with, be it a wall or the enemy. when colliding with the same object on the right it functions normally and he just stops moving forward.

    Any idea as to why this is happening? I have gone over the events many times I cannot find anything that would do that.

    How the slide portion of the event sheet looks right now.

    <img src="http://i45.tinypic.com/4r4ze0.png" border="0">

    I have been bothered by this for a while now and I am at complete lost as to why it only happens when sliding left and not right.

    I have both an online playable version and the .capx uploaded, just look at the group "Slide" for all the events related to that action but everything is as clean as i could make it, lots of comments explaining what i was trying to do for each step.

    Link to play online

    Link to download .capx

    EDIT: I forgot the controls are simple "Z" jumps "X" shoots, hold "X" for a charged shot (currently does not hurt any enemies when charged)

  • you could always have an event that sets the player skin (or what the player sees not your playerbox) angle to that of whatever platform the playerbox is on. if you use some sort of collision mask for the levels.

    like say you have a flat platform and a slanted platform, you made the slanted platform by just rotating it in Construct so its angle is now changed. put it in a family (if you have them) and make an event like

    Playerbox is overlaping platform > set playerskin angle to "platform.angle"

    playerskin being the animated sprite you have pined to the box.

  • Wouldn't it make more sense to have a variable on whatever is shooting and have it be false when the bullet is made and true when you can fire, so you would have something like.

    On space down

         Variable = true

               < call.function(shoot)

                     Function shoot = spawn bullet & set variable to false.

    then have.

    On bullet destroyed < set variable to true.