damainman's Forum Posts

  • Zero6 OrangeTapioca

    Just attempted bug fixing and fixed font and image in intro bg. The bug for the invincible enemy is strange - it effects the first one on screen only. Though it's more than likely the last one you attack, because of the way the zoom works to get the nes res, that enemy is technically on the screen at 320x240. Not sure why he is invincible but I've fixed the issue.

    Being a total tool I've been using the hidden player controller sprite to detect all damage collisions. This is the case no longer. The legs/feet spite not detects collisions with the doom brick. So even if you get hit by an enemy, you can still fall in a pit.

    Font is changed to a mellow light grey on dark grey.

    Grab the file from the usual place - back to vacation with me :)

    And thanks for testing again! This thing will be 100% bug free by the time you're done LOL!

  • Zero6

    <img src="http://www.gemakei.com/media/albums/userpics/10004/Mega_Man_2_NES_ScreenShot2.jpg" border="0" />

    I'll look into changing the text color - I think in the case of the intro the image could be made darker - if the nes palette allows...

    But yeah - nes games later on used a background layer to make huge bosses. Sprites were used as the extra parts. So to stick to the NES way of making a boss - the black ground is black because it would have actually been a scrolling layer and having any other tiles on it would have made it look not like a giant sprite.

    The fists would have been sprites and would have flickered when on the same level as the player.

    I'm not a huge fan of the mega man series but the game play was tight and it made a lot of big jumps in game development on such a crapola system. And the above picture is an example of a giant boss :)

    I'm far too drinky to work on the game right now but I will be getting back to it Tuesday night :)

    Thanks for showing me the exact spot where the text was bugging you.

    OrangeTapioca I shouldn't have touched the code at 2am with one eye open ;) I'll see if I can find the problem tuesday night.

    I noticed it was happening when I was holding jump and sliding into the fire. I got rid of the problem but when the player responded he would skip over 5 or 6 times before you could play. Thats fixed but I think another part of the code is being ignored...

  • OrangeTapioca found the bug - I ended up changing the detection routine for the doom brick. It had a variable that wasn't being turned back on because I had a timer in the middle of the event. Now it's separated into three events and I tried several ways to get it to screw up and it didn't. The doom brick should take your energy away now and then toss you back up on the the last platform you touched!

    I'm going to bed for real now LOL!

    File is uploaded!

  • OrangeTapioca Yes it does technically support the gamepad. I haven't finished putting the controls in yet. Which is why I never mentioned it in any of the write ups.

    Argh - I fixed that fire pit ages ago, The death brick must have been shifted at some point. I really shouldn't work on the game when I'm half asleep, but it's the only time I really have HAHA :D

    I'll fix the doom brick and add start button to be pause.

    ****EDIT****

    Uploaded new demo with hopefully full controller support aside of the full screen key and quit key.

    Fixed doom brick in fire... I hope ;)

    The wall jump was only programmed for keyboard - it has it's own set of key presses to hold the wall and let go, setting variables when doing so. Hopefully I just added it in correctly. I won't be able to do any more fixing until later on during the weekend. We're off on a plane to our week vacation as of tomorrow morning :)

  • Zero6 I did the changes this morning and got too busy to upload :S I only updated the windows version again.

    Changes:

    F11 should swap between full screen in window (haven't had time to test)

    Wolves can no longer appear in walls.

    Fixed INFINITY FALL+100 in the start of the cave stage.

    I'll need to know what was hard to read about the text :) I haven't had anyone else tell me it was too hard to read yet aside of it scrolling too fast at the start - but that version never made it onto the forum!

    Thanks again for testing!

  • Zero6 haha guess you've never played many NES games before. Wall jumping started on the nes. The wall jumping mechanics are identical to mega mans and probably a tad more forgiving. You hold the jump button down while jumping at a wall and he will hold on and slowly slide down. You will need this later in the game to do extremely precise jumping.

    Aside of the mega man series on nes, many other games do this. Batman and The Ninja Gaiden series come to mind. Ninja gaiden let you stick to the wall though. .

    Needless to say the jumping mechanics can't change. Walk clinging would make later levels unplayable.

    Wolves I will fix, I thought it was funny that they flew through the wall, they do the sane thing in the original ninja gaiden. I'll just set them to die if they spawn on a solid object.

    Still missed some pits I see I'll fix this shortly.

    The final game will have a digital printed style manual. I'll be hand illustrating it. I'm even contemplating doing a pressed disc version with a real box and manual but that's going to depend on time and money.

    I'm glad you enjoyed the game aside of the wall jumping mechanics, the later levels are far more fun than the first three I think. The 4th stage is going to make you cranky - if you every played one of the older castlevania games I've made an enemy that acts exactly like the hopper. Who bombards you with his jump attack 5 times before running away! I wasn't as mean as the castlevania games, they threw a ton of them on screen to get you. I think two are the most that get on screen at the moment.

    I'll explain the jumping mechanics better, maybe that will help!

    When you hit the wall you have the option to tap or hold the jump button. If you wish to wall jump you have to hit the jump button and the direction away from the wall. You can also wall jump at any point that you are falling next to a wall. If you hold the jump button you can slowly slide down the wall, and if you press away from the wall and quickly tap jump again you will jump in that direction. It's like a rhythm - jump at wall, as you hit the wall tap back then jump immediately, rinse and repeat.

    But yeah, I think arcade games were the first to have in game tutorials, some just had them printed on the cabinet near the controllers. I am looking forward to drawing the cheesy manual. Also there are going to be cut scenes with text a plenty in the final version.

    I find the birds far more irritating than the wolves haha! If you aren't mad enough to throw the controller so to speak then I am not doing the game right!!

    Thanks again for trying the demo!! And also a big thanks for pointing out the flaws and bugs. I'll fix everything aside of jumping mechanics!

  • OrangeTapioca Awesome and thanks for pointing out that code. Took all of two seconds to swap it up. Where did you find that bit of info out from anyways?

  • IceKrown Thanks! I set the window res to 320x240 and in this case I also have to set the layout scale to 1.25 to emulate the NES resolution properly.

    I draw everything by hand, 80-90% of the graphics are done in the C2 tile editor - the rest is hand drawn art that is scanned, brought down to proper res in photoshop and then saved as 4 color png in photoshop.

    I have the NES palette set as a sprite that I can select and grab the proper colors from.

  • OrangeTapioca Just did what you suggested and it worked on my end. I've uploaded a new version for you to try. Still F4, I'll change it back to ESC when I have a chance - I'm at work right now haha :)

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  • OrangeTapioca There is no menu. F4 does nothing but quit/close the game entirely - Quick exit. The menu will be under the pause screen when it's implemented. Right now it's just the stats screen.

    The only event attached to pressing f4 is:

    <img src="http://designchris.com/ibbeta/dondoit.png" border="0">

    And it appears to be an open issue with node-webkit:

    link to NW error for C2

    So it's just a node-webkit app quit issue for windows 8. We have to wait that one out.

  • OrangeTapioca - uploading an ESC free version now! (windows only)

    I've changed the "QUIT" key to f4. I've removed all instances of "press any key" and made them into the main game keys (Z,X and Enter).

    There is nothing calling upon "ESC" now. Lets see how that works!

  • OrangeTapioca - have you tried running it in compatibility mode for windows 7? That might help. I'm looking at the node-webkit site and there are a lot of issues with it.

    I'm half wondering if it's the audio though. When I do anything in chrome with lots of sound it will usually load the music track, waits about 30-60 seconds and then the sounds come on all at once with a bang. And if the audio stops looping it will crash chrome - giving a very specific audio error.

  • OrangeTapioca I think it's Node webkit causing the problem. Unless there is an issue with the close browser code... who knows.

    Last nights build was done in beta 129 I think. I haven't had a chance to upgrade yet. I'll make a new build and re-upload.

    ***edit***

    I just put up a new version for windows (same link) using the 130 beta build.

  • OrangeTapioca Yeah - I got rid of W8 off of my main pc it was making me crazy. I've only go xp sp3, mac osx (snow leopard and lion), W7 32 and 64 bit. Last time I tested it on osx it was nothing but black blocks everywhere. The windows version hasn't crashed at any point for me on any machine. JayJay will have to do the win 8 testing :D

    Mac always gets the shaft LOL - I was told the linux versions both run great.

    Thanks for testing the game by the way!! Hope you're enjoying it!

  • OrangeTapioca Not crashing for me, ESC should just quit the game. What version did you load? (windows, linux etc). And what version of windows if thats the version you had.

    I'm having serious issues with node webkit and my macs too. It's more than likely node web kit screwing up at that point. When you hit ESC it's just told to close the "browser".