damainman's Forum Posts

  • A nearly finished, reprogrammed C2 version of Go!Go!Maddi! Stage 1-2. I'll be adding stage 1-3 to the demo as well in the upcoming weeks. I changed the game around enough internally that I need to make sure everything works in one stage before I start the next since most of the event sheets carry over.

    Go!Go!Maddi! C2 Dev Video 1

  • Agreed with JJ - looks great!! Now get some baddies in there ;)

  • If you haven't started yet, I suggest just doing a player sprite first and a simple platform. Build from there. That's how I've started my projects. My Go!Go!Maddi! game started off as a quick sketch on a piece of paper, I sat down and had banged out the main sprite (just the running and standing animation) in about an hour. I was originally going to hand drawn and scan but it actually makes more work as you have to clean up everything after the scan, etc.

    I think the small cute sprite suits the game style you're going for now. And you are right - taller would make the character look too old. And as soon as I pictured that it turned into a much less innocent knee high stalkings, short skirted anime girl with giant teddy bears.

  • I'm digging the concept art! I like the story idea as well! Concept art reminds me a bit of an old Wonderboy game/The Dynastic Hero. Construct Classic is fairly easy to get into, especially if you have any background in programming at all. If you are a designer/artist (which is easy to tell you are by the concept art!), you should have a lot of fun bringing your creations to life.

    Doing a side-scroller in CC is fairly straight forward. Follow the tutorials found on this site and you should have no problems at all. If you have any problems at all this is the right place to ask, although I think there is an actual help thread instead of this particular one for Construct Classic :)

    I think you'll find that this is probably the easiest game creation software you'll get for windows! It's almost completely visual building, it helps to know some math for the trickier things but aside of that - gravity and all that fun stuff is there already!

    Have fun and good luck!!

  • Ahh - my objects were all platform behavior based. I supposed I could have done something similar with disabling the platform behavior upon being hit and enabling physics behavior for it.

    Anyhow, the point of my post was just to say that CC had the ability to disable sprite detection without the need of other behaviors is all. It just made that part a little easier :)

    I'm still getting used to the changes between the two programs. I just started with C2 exactly a week ago! The loss of containers was strange at first too until I became used to the unique id for the parent sprites.

    Anyhow Thanks again!!

  • There is no actual way that I can see to do that. I did however do the trick I was talking about in the last post and it worked! I just spawned a new object (dead sprite) in place of where the old one is destroyed and gave it a bullet behavior with speed 400, acc 0, gravity 1000, no bounce and no angle. In the event sheet I have it set to spawn and set the angle to 270 which ends up giving it the exact jump effect I wanted and allows it to pass through solids!

    Thanks for the help too guys! The CC and C2 Community rocks!!

    Still hope to see the distort/skewing added in the future. I loves it a lot ;)

    Chris

  • I'm handling those collisions that way actually. Hero to enemy and bullet to enemy, etc. Are all set up as familys. My issue is with background to enemy. In this case I want them to follow the platform rules until they die. When they die I have them "jump" and fall off the screen. At the moment I have the ground set as jump through which is causing all sorts of problems, but it seems to be the only way I can have the enemies fall through the floor.

    The only other thing I can try is to have the enemy sprite destoyed when it is hit, and have it spawn a death sprite which follows different rules...

    In the CC version all I do is shut off their collision detection when they die and through the floor they go!

  • Hey Guys!

    I'm totally loving C2! My only issues are with things I've grown very used to/ fond of in Classic.

    -Sprite Distort Map/Skew

    I would desperately love to see this bit put back in as I use it heavily.

    • Sprite Array Paste

    When I went to do things like Animated grass for a platform level, I laughed and said forget it, making it a static tiled background image. So not as desperate to have this but I found it very useful at times.

    • Sprite collision on and off

    I saw something like this in one of the behaviors but it didn't work as I expected. This comes in very handy when something needs to go through a solid object and nothing else does.

    I think those are the main issues I had. Other than that, I've been successfully porting my CC game to C2 and it's been going very very quickly!!

    Thanks for the great product guys and keep up the awesome work!!

    Chris

  • Hey Guys!

    Currently working on a construct 2 demo of the game. I will be finishing the game in CC though because there are too many features I used in CC which are no in C2.

    The next update will include (and these changes are already made in the html5/webgl version):

    2 player co-op - Play as Maddi or Daddy with both 2 players to fight the nightmare masters minions. Players will have two unique ways of fighting in this mode. Maddi is in SuperSonicMaddi mode when in 2 player allowing her to do a sonic like spin jump. She can only shoot forwards. Daddy will be able to shoot in 7 directions.

    updated weapons - less exagerated version of the original weapons and the dream grenade now looks way better.

    Single player will have the ability to now shoot in 7 directions instead of just foward and backward/ducking and shooting.

    Depending on how attached I grow to the redrawn/recolored forest that level may also get the current revamp.

    I'll post the link to the html5 demo once the forest level is bug free. Should only be another week tops!

    Chris

  • Did a good hard search of the forum to turn up an upsetting answer. No Distort map, no skew function. So I will now ask what the possiblilty of getting a plug in to do the old distort map functions is.

    My whole shooter level depended on it, and all of the fx in my forest level (swaying grass, trees etc etc) used it. I just tried some pre rendered gfx in place of the effect but it looks like total garbage compared to the smooth transitions I have in my CC version.

    I'd really appriciate some input here, a plug-in or behavior would be excellent. But I had no problem doing the math for this in the original CC, I only needed the distort functions.

    I'll try to track down an alternate solution to the wave grass and tree effect in the meantime.

    Thanks again!!

    Chris

  • SO I Thought I'd see how easy it would be to port my CC game over to C2. Aside of the exiting part of ripping every frame of animation, background tile set etc etc, it's going fairly quickly. I've managed to get the character completely programmed and then some from the original CC game. While rebuilding my first level I hit a snag.

    No Distort map actions.

    I see that there are distortion effects but they don't appear to do what I want. I had the trees in my game mapped (treesprite map 1,1)so I could distort the top corner the most and the bottom corner the least/not at all.

    So how can I go about this in C2?

    Other than that, it's been pretty fast to get it over and I'm only on my first day of porting! The sprite editor is much easier to use since you can add frames of animation while working with the sprites and not clicking in and out of every frame like in CC.

    Anyhow, thanks in advance as always for your help and I look forward to your replies!!

    Chris

  • Although I didn't get anytime yesterday to work on the game (was me anniversary) I did manage to get a whole day of work done today!

    The 3D is almhttp://www.indiedb.com/games/gogomaddi/videosost flawless with the exception of a bit of clipping at the bottom of the screen. Shooting is already coded in (collision is buggy, I need to look into that), Drew some new gfx and cleaned up the way the 3D displayed. Already playable but there is nothing to shoot at aside of the balloons at the start haha!

    To come in this level, weapons, bad guys!!!, more background crapola, and a mid level boss! The 2nd stage will revert to platform play.

    I now picture the final boss of the game being both a 2d and 3d fight!!

    Oh yeah - I drepmt up a bunch of inbetween stage bonus/mini games. I can't wait to see this project finished!!!

    Here's a freakin link to the videos :)

    Go!Go!Maddi! Video Update!

    Chris

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  • Onward and upward!

    Here's a video of the last 6 hours of work(technically 8-10 but the first 4 hours of 3d were scrapped for my own engine built from scratch).

    Maddi and Daddy will be flying through stage 2-1 in fakey 3D! The engine I made converts everything I want on the y-axis to the z-axis and resets the y. So I can have a plain old 2D map made up for a plain old 2d shooter, but it converts the y-axis into depth giving you the 3rd person rail shooter ala Space Harrier look.

    It can also work as actual full fake 3D as well if you use distort maps for the 2D sprites.

    Anyhow - here is the very early begining of the 2nd stage!

    Go!Go!Maddi! Stage 2-1 3D Shooter level early stages.

    Chris

  • Hey all!

    The demo was approved already over at indiedb so you can click below and go to the downloads to snag it. There is a list of bug there and also the keys, etc.

    Hope you all like it!!

    Go!Go!Maddi! Demo is out!! Get it here!!

    Cheers!

    Chris

  • A quick update - Watch out tomorrow for a possible beta demo :) It won't have any music and the sound is about 60% done. But the two stages (although a tiny bit buggy still) are almost 100% complete. I just finished added post boss fight level bits and will continue to do so tonight. Not sure if the cut scene for between level 1-3,2-1 will make it into the demo but if I have lots of free time to myself tomorrow it may.

    So far after the boss is defeated, he sinks under the water (massive slow down because of bubble overkill lol!) a set of stairs rise up from under the water and take you to the platform above leading out of the cave.

    The music has been stripped now since I can't post others copyrighted bits on Indie DB. That will be done in the next while. I tried to go at it last night but I just wasn't feeling it yet. I also can't get the right instrument set which is another issue. So if anyone knows how I can get like a good Sunset Riders, Castlevania 4+ or Super Contra instrument set that would be great. Maybe something harp like too for the forest - that needs to be more melodic.

    So anyhow keep watching my IndieDB page over the next few days for the demo!! Should be tomorrow night at the latest but if my day gets rammed with other things it may be some time on Monday.

    Go!Go!Maddi! Page :)

    ***EDIT***

    The demo has been uploaded to the above link and is awaiting approval. They're usually pretty quick about the turn around so it should be avaliable in the next 24 hours. If they are hateful about it, I'll upload the file to my personal server.

    DMM