Carlos182's Forum Posts

  • Create a layer as your topmost layer, place a full screen tiled background in black on it, and then fade that layer in and out whenever you need it.

    Krush.

    I'm sorry if this is a mega bump but, I want to know how to make that effect. I can't find the "fade" effect on layers.

    Thanks.

  • I can't post the cap, it's 1.84mb, that means, I have a lot of code inside, someone can stole it =P

    But I post the conditions, please tell me where to insert the 'For each object' condition:

    <img src="http://img651.imageshack.us/img651/1480/escal.png">

    Thank you!!

  • Hi.

    The problem here is that, I was making a stairs system, and I finished it (well it still have some bugs but I know I'll solve them). The problem is that I made the system for one object (let's say, Stairs1 object).

    So if I copy that object, the behavior is not the same. The player goes up but it is transported to the first object. So I thought on using "For each object" condition, but still, didn't work.

    Then I tried the trick with the enemies, I made a Sprite that spawns the stairs, but didn't work neither =/

    Is there a way to make it work? I don't want to copy the code for each object, but if this is the only solution, then I'll have to

    Thank you,

    Carlos.

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  • Well at least I was not too lost

    I was wondering how to make sprites with "bones", I think it's pretty complicated and I can't see the adventages.

    Other question, what is "timerDelta" for? I haven't use it and maybe it would help me.

    And also I've discovered the Random function by Deadeye's post, so thank you

    And thank you for answering,

    Carlos.

  • Hey guys, what's up?

    I'm glad I found this forum a month ago or so, I have a lot of updates on my Mega Man X engine. I've made just 2 enemies (1 of them is buggie though). But I want to know if there is better techniques.

    I've followed the Deadeye's tutorial, I make my enemies doing the Spawn object thing, and for each Spawn Box, create a enemyBox, and I program the enemy.

    I use this kind of animations:

    <img src="http://sprites-inc.co.uk/files/X/X1/Enemy/new%20versions/mmx1-e-cannonlift.gif">

    Then I make a timer (for timers I use 2 events, 1 for set a value, and then another to check if the value is not 0, substract 1). The timer is for actions, so if the timer is "X", that means an animation is playing, so if "Y" animation is playing, create a Ball Object (a bullet).

    It's complicated when I'm trying this enemies:

    <img src="http://sprites-inc.co.uk/files/X/X2/Enemy/mmm-mmx2scorpin.gif">

    But also there is this kind of sprites:

    <img src="http://sprites-inc.co.uk/files/X/X3/Enemy/rmx3_blady.gif">

    But I don't know how should I program that seems pretty complicated.

    So, what do you recommend me? Please tell me your techniques to make enemies.

    Thank you!,

    Carlos.

  • I don't have any plan to release the engine, but I will release a fan game. Maybe some time I'll post the engine, maybe... who knows

    If you want to collaborate you can contact me at (It's my MSN). I'm not interested on Megaman Zero game, just Megaman X.

    Thanks.

  • > New video.

    >

    Subscribe to Construct videos now

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    >

    Did you make this in Construct? I only ask because it doesn't say anywhere in the description or tags.

    Yes, in Construct, if not I wouldn't post this here

  • The backgrounds? I've ripped them from the original Mega Man X games.

  • New video.

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    .

    Description:

    Mega Man X: Trashed and Scattered is a fan game I started less than 1 month ago. Paul and Roland joined me in the project.

    This video shows a little more gameplay in a little map I did. This video doesn't have any new feature like original graphics or music, everything has been taken from Capcom's Mega Man X original games, I do not own anything but the code itself

    There is some things I've fixed like walking animation or Dash System, I also created 2 enemys, but there is some things that are missing like:

    • More enemys
    • Sparks when Wall Jumping (I have them but when I was recording the video, they appear weird)
    • Some errors from buster

    I know there is some bugs, but don't worry, everything will be fixed for the final version, and I expert a lot lot lot of time for the final version.

    Credits goes to:

    Paul (Spriter)

    Roland (Music)

    Me (Engine and all the other stuff )

    I hope you enjoy the video.

  • Oh, so it does work...

    The jump sustaining work, yes, is just that I can't find good values. Thank you anyway

  • >

    > > Thank you... now there is a problem, with my player characteristics, I walk now very very fast =S that is after I installed the new version ... with last version my player walked normally

    > >

    > > What's wrong??

    > >

    >

    > Edit: Before I make another post, maybe you can help me with this one: When I keep jump button pressed, the player jumps, but if I turn left, the player jumps again =S, try it, if you press switch and keep it after the player has already jump, turn it the other side, it will jump again

    >

    > Edit2: Well it seems like new version destroyed all my things, now my dash system doesn't work normal too... it moves too too fast =/

    >

    FinalEdit: I switched again to the last version. I don't like the new behavior, everything was messed up. I give up, I can not find values for the jump thing, it's almost impossible. The problem said in "Edit1" is still.

    FinalEdit2 (??): The problem in 'Edit' was my joystick fault. Sorry.

  • > Not sure you'll get their with the platform attributes, though I could be wrong...

    >

    Yes, you are wrong:

    http://dl.dropbox.com/u/529356/sustain.cap

    Just set the Jump Sustain Time and Jump Sustain Gravity options. I don't see the confusion, they are clearly labeled .

    Anyway, in this .cap if you hold the button it will jump twice as high as if you tap the button. And this .cap uses no events. You just have to play around with the settings to get something that feels right to you.

    I try to open it with Construct (I have the last version of the homepage, but I know there is another one in the forum...), and it says Out of memory, is there any chance to open it? or at least put the values here

    Thanks.

  • I never realized what important this was =S

    I have a lot of my engine finished but I didn't know that jumping when (Shift) is sustained would be very important.

    Can someone help me? I want to jump the same height when sustaining the button, but if not sustaining, jump a little... Well this is my numbers:

    <img src="http://img215.imageshack.us/img215/788/caract.png">

    I really need help because I've tried everything and I can't do this :S

    Thank you!!

    Carlos.

  • Thank you, I've solved the problem. I loaded the first sound in channel 5, then stoped the channel 5 and started the channel 6 in a loop, then when the player release C, channel 6 is stopped.

  • Hi.

    I have the problem of the sound looping.

    What I want is to play a sound when player keep pressing C key, and the sound should be looping UNTIL the player release the C key. The problem is that if I play the sound in loop, it keeps in loop forever, there is no way to stop it. Playing the sound in a channel and then stop it won't work because that ruins all of my sounds.

    Is there a way to fix that?

    Thank you!,

    Carlos.