Candescence's Forum Posts

  • Yeah, they're sin movement.

    [quote:2jht58yg]One time I spawned with Julius Belmont inside the walls in the sonic level.

    Btw press S on you become SONIC himself.

    You must have been lagging, methinks... As for the S key, that's a debug key I forgot to remove. XD I'll remove it when I get the time.

    [quote:2jht58yg]Ah, and I don't think Belmont should be moving while he's attacking with the whip.

    Well, I'll see what I can do about that.

  • IIIIITTTTTTTTTTSSSSSSS BACK, BABY!

    <img src="http://img4.imageshack.us/img4/8025/ariatitlescreenscreendi5.png">

    <img src="http://img4.imageshack.us/img4/2047/ariascreen1ol4.png">

    <img src="http://img4.imageshack.us/img4/200/ariascreen2ba8.png">

    It's been a while since I've posted the status of this game, but it's been going swell! Some of you guys who have been helping me while we were hanging out in the chat, thanks to all of you - I have an official demo ready, and though Wario and Crono aren't playable in the demo, they're working perfectly.

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    The demo!

    Here's the readme:

    HOW TO PLAY:

    This is a Metroidvania, a platforming game which only limits you to your character's abilities - exploration is not only possible, but reccomended!

    AREAS:

    • Forest
    • Marble Zone
    • Hideout

    There is supposed to be the city of Phantastie in-between MZ and the Hideout, but that hasn't been done yet.

    CONTROLS:

    Movement: Arrow Keys

    Jump: Shift

    Attack: Control

    Sub-attack: Control + Up

    Fall through platforms: Down +Jump

    Crouch: Down

    Use portal/Save Point/Talk: Up

    Cutscene progression: Shift

    CHARACTERS:

    Ashe - uses a pistol

    Julius - uses a whip

    Sonic - can jump into enemies to attack (control on its own is his sub-attack button)

    Wario and Crono aren't playable in this demo.

    KNOWN PROBLEMS (I'm not perfect, ya know.):

    • Crash going Forest -> Marble Zone -> Forest -> Marble Zone
    • Crash going from Hideout -> Marble Zone
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  • SWEEEEET. Finally, the reverse direction doesn't slide! Though, I did find a rather annoying bug that crashes Construct when two event sheets are opened...

  • Okay, now that you mention it, and I tried it for myself... Good point. It would still be pretty neat, though.

  • What I basically mean, is a sprite leaving behind tinted "copies" of itself. It's a pretty damn cool effect. This vid is filled with this:

    To do this in Construct now would require extra objects and events, but if it was added as an actual feature, users could easily set the effect to particular animations and with different settings for each one. From what I can see, there's three ways this can be applied:

    1. The character leaves the copies behind as he/she moves, and they disappear.

    2. The copies follow the character closely behind, and then rejoin up with him/her when the animation is finished.

    3. It could also be used to created a copy larger than the character, as an "aura" of sorts,

    and Gouken does a variant of this in the earlier vid.

    So, good idea, or no?

  • Haha, yeah, I proof-read it. Looking good!

  • AWESOME! Now I get it. Thanks a lot!

  • Yay! Now I just gotta figure out how the heck to get the timeline object working...

  • I think you misinterpreted what I meant. Deadeye knows what the heck I mean, now. If you want to see the effect I'm talking about, here's a cap that Deadeye made:

    http://willhostforfood.com/files3/6094689/sliding.cap

    Now, when playing, get a good run-up, find a good stopping point, and then do two tests. For the first test, let go of the keys, the player should stop fairly quickly. For the second test, instead of letting go of the keys, quickly switch to pressing down on the opposite movement key. The character will slide much further.

  • This is something I've found very odd with the platform behavior. It's a lot more noticable at high speeds. When a sprite with a platform behavior is walking in one direction, and th player suddenly makes him/her turn the other way, the object does not slow down in the direction that it was going in. However, when the player releases the movement keys, the object slows down. Am I the only one who sees this as a problem?

    Really, it would be more realistic for the character to decelerate quicker by moving in the other direction than just stopping. Maybe there should be an option for this? It just seems... Jarring, at the moment.

  • Eh, it's a good idea to the tag system out of the way, since it doesn't seem to work the seperate collision box system right now. Oh, and you're re-writing them? Yay!

  • Whoa, proper rotation? Sweet! Though, I think I'll save that for if I ever make a Sonic fan-game in Construct.

    Still, the big thing I'm eagerly awaiting is the AI lessons. Those will be fun, and only two lessons away! But we're waiting till the Christmas update, of course.

  • Ah, I see. Now that I changed it to per pixel, it works perfectly. Of course, something like automatic rotation based on a slope is harder... First person to make a Sonic-style loop gets a prize! *Shot*

  • Well, I've been looking at how the collision system works with slopes, and it seems, in my game, for some strange reason, the character always moves with the slope properly on the right side, while on the left side, it acts like there's something else above the slope that it can stand on. Really odd. But it works perfectly when I try an elipse in the PS ones. Even stranger.

  • Alright then, if you wanna wait before releasing anything... You could at least still work on them and modify the ones you finish, right? : D

    Also... Hmm. How could you work the collision system with, say, slopes? But I suppose that's a more advanced trick, ain't it?