danuyos's Forum Posts

  • Hi, I'm using C2 r116 64 bits and it seems that something is wrong, this is my code:

    On start of layout >>

    **assign nickname "DUDE" to "object1"

    **create "DUDE" at(500,500) on layer 0, then put into family PLAYER1

    the object is created but never gets to the family. The object is not following any event related to PLAYER1.. even if I put a:

    **destroy PLAYER1

    OR

    **pick all "DUDE" instances into family PLAYER1

    **destroy PLAYER1

    the object is still there... any help?

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  • just to be clear, I didn't do the animations, I found them on the internet (ripped from Pocket Fighters or Super Gem Fighters)They have only from ken and Ryu, that's why I using them only as a tutorial.. don't come for me Capcom..

  • let's make it funny, if this post gets post from 50 different users I'll start recording the videos.. right now I'm struggling figuring out multicharacter selection without duplicating the character's sprites

  • Eisenhans I have no experience in AI, I'm taking care of it at the end, hopefully some more experienced users can contribute as I start posting the videos

  • FINAL UPDATE! FEB-2013 (tutorial was never completed) -If you are interested in

    MELEE attack codes take a look to https://www.scirra.com/forum/beat-em-up-platformer-templates_t124000.

    -It's a

    DIFFERENT PROJECT. That template is NOT the fighting engine.

    -There is a tutorial on the tutorial section on a 2D fighting game by another user, you can check that one too)

    http://dl.dropbox.com/u/103248101/C2FIG ... HTERS.html

    NEW FEATURES IN THIS VERSION

    *CHARACTER SELECTION (Ryu and Ken only, but easily expandable)

    *LIFE BARS, THE FANCY ONES (those that recover if you don't get hit again)

    *P1 and P2 indicators if you select the same character for player1 and player2

    *WIN/LOSE/DRAW ANIMATIONS

    *ROUND INDICATORS (to know how many rounds you have won)

    *2-3 ROUND GAMEPLAY, but infinite if you get a draw each time---virtually impossible

    *99 SECONDS TIMER

    *"STOP-HIT" WHEN HIT (obviously)

    *SLOW MOTION WHEN DEFEATED (classic SFII)

    so if I didn't messed up with my debug code during exporting, that's what you'll get hahaha

    TO-DO for next update... finally start recording the videos... and maybe, in a future, a long future... AI

    -----------------------------------------------------------------------

    UPDATE! 0.3 05/02

    RYU is gone

    2 KEN PLAYABLE CHARACTERS (for testing)

    BASIC COLLISION SYSTEM!!!!!! WORKING

    TECHNIQUES COLLISIONS (except ShoRyuKen)

    BLOCKING

    HIT ANIMATION RESPOND TO ATTACK STRENGTH (low mid hi)

    "DOUBLE KICK" when hitting the opponent in close distance (we all love that, don't we)

    PROPER ANIMATION WHEN "STRONG KICK HIT" FROM CROUCHING

    *control P2 with "arrows" and ZXC (punches) and VBN(kicks)

    TO-DO for next update...

    *fix "STRONG PUNCH HIT" animation/actions

    *life bars

    *character selection

    *and that'll be all

    THANKS TO USER SHINKAN FOR THE HINT ON USING FAMILIES

    -------------------------------------------------------------------

    UPDATE!

    RYU appears... (but just as a dummy)

    KEN FACES RYU ALL TIMES (except when is jumping, otherwise will be weird)

    TECHNIQUES CAN BE USED BOTH SIDES (facing right and left)

    CHARACTERS PUSHES THE OPPONENT WHEN NEAR AND WHEN FALLING FROM JUMP

    (a liitle bug when jumping and pressing "D" to be fixed)

    *move Ryu with LEFT & RIGHT

    http://dl.dropbox.com/u/103248101/C2FIG ... HTERS.html

    TO-DO for next update... COLLISIONS!!

    ------------------------------------------------------------------------

    Hi, I'm working on a series of video tutorials on how to make a fighting game, but since it ended up being more complicated than what I though originally, I'd like to know if there are people interested in this... that way I won't waste my time for just one or two people.

    This is as far as I got in a day and half, and I'm already over 100 events, so this won't be a basic tutorial...

    As my Generic USB gamepad doesn't work in browsers I mapped all the keys to the keyboard:

    UP=W DOWN=S LEFT=A RIGHT=D

    LOWPUNCH=U MEDPUNCH=I HIGHPUNCH=O

    LOWKICK=J MEDKICK=K HIGHKICK=L

    MOVEMENTS ACHIEVED SO FAR:

    L,M,H PUNCH

    L,M,H KICK

    L,M,H CROUCHING PUNCH

    L,M,H CROUCHING KICK

    JUMP, FRONTFLIP, BACKFLIP

    JUMPING PUNCH, KICK (only H because I didn't get the sprites for L and M)

    CROUCHING

    SPECIAL MOVES:

    HA-DO-KEN: S-D U/I/O (varies in speed, as it should be)

    SHO-RYU-KEN: D-S-D U/I/O PUNCH (same as above, I coudn't do the "diagonal" because it's almost impossible in a keyboard)

    TETSUMAKI-TENPUU-KYAKU: S-A J/K/L KICK

    AERIAL TETSUMAKI... (DURING JUMP)

    I still haven't "touched" the collisions stuff, and of course the combo system, hopefully I'll come up with some ideas..

    Just to know, is there any other feature you are interested in? (keep it basic please?)danuyos2013-02-12 08:53:48

  • if you are in a hurry do this:

    1- create a global variable named TOTALCOINS

    2- set this event:

    PLAYER collides with COIN >> ADD 1 to TOTALCOINS, DESTROY COIN

    You can get the number of coins collected from the GlobalVariable

  • just to say N�4 reminds me to Eva01, N�5 to one of Gundam's robot and 7� to Eva00

    looks very nice...like good-old SNES games how did you achive the "slash" effect?

  • also set "Unbounded Scrolling" to yes to the layout you want to scroll endlessly, so you no need to make the 5000 layout width

  • I think it could be done, but not with actual vectors... I have the idea of setting all the possible vectors as invisible sprites and then set them visible acording to the input and set the colissions binded with visibility stats... like the digital display on the calculators or digital watches

  • you have to set the full screen option if you want to exporto to mobile.. all they work the same as stencyl (scale, crop, letterbox)

  • Hi, I just saw this over the internet: the Atari Arcade

    <img src="http://dl.dropbox.com/u/103248101/iconos/atari.PNG" border="0">

    http://atari.com/arcade/developers/

    http://atari.com/arcade/developers/building-atari-createjs

    It is pure HTML5 but with some API's from Atari's SDK and something called CreateJs.

    As far as I have read, there's no way to make money but probably it will become a good place to show our works.

    they have plenty of tutorials but unfortunately I can't pass the "Hello World" tuts for any coding-language.

    Would it be possible to have an exporter to that platform? Ashley Had you heard of this arcade before?

    greetings.

  • hi thehen what I meant is that breaking down the backgrounds to make them fit in 512x512 sheets works better than having a 900x600 which I think is being loaded as the nearest 2* texture (in this case 1024x1024)... tiled backgrounds just repeat the same image, but in my case I'm arranging the sprites like a puzzle to get the full back..

    and apparently that improved a little the situation... I've been recently told that it is running "playable" on the iPad

  • thanks for the reply...

    about the 29 backgrounds.. actually I've been reported that is working better than before... I think 29 512x512 takes less resources than 19 1024x1024.. I think theyt are too much too, but I'm in charge of the code only..

    The iPhone/Pad are old I think, maybe "1" or "2"

  • Hi everybody

    For the past 4 moths I've been making a game targeted to android/iOS

    The engine worked and everything was fine, but as I started adding more images (specially backgrounds) the game became slower and slower and now it doen't event load, it just send me back to the mobile's main screen.

    The game was designed 900x600, compiled with cocoonjs and tested in 2 android 2.3 devices, 1 iPad and 1 iPhone

    Since Construct packs the images in sheets by power of 2 (128x128, 512x512 and so) I have also split my backgrounds in order to save space and memory

    I used to have 19 900x600 images for the backgrounds, which I think are loaded as 1024x1024 by the device... and now I got 29 512x512.   and got a ridiculous improvement ( loader screen, main screen, one extra and "pum" back to the device "desktop")

    Unfortunately I can't share a capx because it's a comercial project and the other part might kill me if I do... also I don't have a better device to test..

    the game only runs if I delete all the backgrounds

    is there any other way to optimize the graphics for mobile devices? or getting into mobiles through wrappers limit us to use low quality graphics??

    any reply would be helpful.. thanks to everybody

  • In my little experience, you can work with just colored sprites but in the final size (do not stretch or resize in layout) just to avoid re-arranging everything once you replace them with the final images... but this only if you are not considering collision poligons

    I personally prefer to work with final images but that depends on how complex the game-graphics are