heyguy's Forum Posts

  • Awesome! You're english is fine! When do you think you'll release this game? What's been the most complicated problem you've had to overcome to so far?

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  • 99Instances2Go Wow! I don't think I would have ever figured this one out by myself! Thanks so much! It's a little more clear to me know. I'll need to experiment some more and actually try these series of events together in some other form to fully grasp the concept but this seems really important. Thanks for simplifying the code for me too! It's difference is crazy.

    I have a quick question. I'm sorry if this is a dumb question but why are those sub events empty? I find myself sometimes intuitively knowing I should use blank sub events in certain areas and other times I'll just try every possible combination of events I can think of to get something to work. I feel like I'm stumbling around blindly sometimes creating happy accidents because I'm lucky.

  • I thought we figured out your issue on your other post. It might help posting a capx of your problem. Use the search function and the tutorials page to find other examples of moving between layouts.

  • There's an awesome looking game template on the Scirra store that's got everything you could want!

    https://www.scirra.com/store/royalty-fr ... e-kit-1319

    I also recommend googling "subtractive design metroidvania" to find a nice starting guide on how to begin your game.

  • Here, take a look at this file someone was nice enough to make for me a few months back. Hope it helps!

    https://www.dropbox.com/s/yyhpe164bcfzm ... .capx?dl=0

  • Very cool! I'm also working on a Metroidvania type game so I love seeing other people's creations! I have a few comments/feedback.

    -how come your main character has a sword if she doesn't use it?

    -i like your fx animations! the smokes, fire and stuff looks cool! can't wait to see your character redesigns! What program are you using to create your art?

    -i wonder if you can make A the jump button? maybe its just me but i found it difficult to use x to jump

    -i think your control scheme on the game pad feels awkward. maybe it'll get easier when i fill up my abilities but I had a hard time pressing the correct buttons to do actions. I wanted to press R2 to attack to L2 is the default trigger attack. I kept pressing A (360 controller) to jump but it's X. this is definitely a bit nitpicky comment though in a way. Others probably didn't have the same experience with the controls.

    I just got the double jump and will continue playing. Good stuff! So are you planning on having a map? What about an options screen? Anyway, keep up the good work!

  • Good suggestions by facecrime. I think you should expand on this a little bit. What facecrime suggests sounds like an endless runner (or flyer in this case) type game! I would say try and give this plane a more realistic movement. The plane was glitching for me when it was directly underneath the mouse.

  • ? The camera scrolls with the player but camera is locked into zones and the zones vary in size. Do you mean using a LOS behavior on enemies to detect if they're near the player?

    Tokinsom Hey, thanks a lot for the help! Seems to be working correctly now! The way I have it set up is, when you enter a certain room, it destroy the enemies in the adjacent rooms and spawns enemies in the current room. I grouped the robot enemies in the room as their own family.

    I'm a little confused about the nature of families though. Do I have to make a family for the groups of enemies that are in each zone so they spawn and destroy correctly? Or would just using the family marked as "Enemies" (that have all the enemy sprites within) suffice? Because I'm using both and they both seem to work. The very fast worm-looking creatures are in the overall "Enemies" family that includes most enemies sprites. I'm just trying to come up with the most code efficient way to do this since Metroidvania's can become rather large.

    Tokinsom I've definitely considered picking up your game kit The way I look at it though is that I'll never truly learn C2 if I just use someone's template. Building this prototype has been an awesome learning experience and I'm a lot more confident with C2 than I was 6 months ago!

  • Tried but I can't download the file. Try dropbox or google drive maybe?

  • Really really cool stuff! Love seeing all the cool stuff people are able to achieve with C2, especially when it's so different and unique like this! Keep it up!

  • Here, try these tutorials out.

    https://www.scirra.com/tutorials/383/ra ... -intervals

    https://www.scirra.com/tutorials/456/ra ... off-screen

    https://www.scirra.com/tutorials/566/sp ... ntra-style

    I think they should help you achieve what you want. Post a capx of your attempt if you can't get it to work and we'll try and troubleshoot it. I typed in "spawn random" in the tutorials page and found those 3. There are probably others and probably different combinations of words you can use to find others too!

  • 99Instances2Go Thanks again for your help! Can't believe I let the origins slip like that. That part is fixed. Any idea how to get the text to display according the the pick up acquired now?

    [quote:39q23vzu]Besides that it is to much code for only 'that' ....

    Lol! Yeah I know, my code is shameful!

    I do have a few reasons for that though. I had the idea of having the inventory slots arranged in a cool way in the UI. I thought it would just be infinitely easier to place them manually. I had an array based system before that semi-worked but had the same problems I was having before 99Instances help. Now the array inventory system is partly working too. I'm debating whether to have "flashier" menu or just a row of 8 or 2 rows of 4 items at the bottom of the menu. Here's the code to my array ( and my imagined HUD for fun).

    Regardless of what system I go for, both the no-array and array system are playing the text incorrectly if the player picks up the items in any order.

  • Hey all. I'm trying to create this sort of "feature" or effect in my prototype. Found in games like Metroid, Mega Man and Castlevania.

    Here's my attempt. The whole layout is made out of zones. I have 2 robots in that specific zone or "room" in the editor. I can't seem to have the bots be destroyed or "inactive" when the player is not in that room. When I enter that room though, I spawn 2 more bots into the room.

    I've found this topic being tackled by other users but I don't understand all the concepts. How do I like the link a group of enemies to the specific zone/room they're in? With a family or a container? Any tips on how to recreate this feature would be appreciated. Thanks!

  • I've also been wondering this. Thanks!

  • Hey all! Lost all my post info again as usual, I'll make this quick! Capx and gif included!

    My Metroid style pause-wait-unpause effect for when the player acquires a new item isn't' working correctly. The issue is the way the text is being displaying. If the player collects the items in any order, the text pop up will only display the text info for the first gun. If the player collects the items in order (from A - H), the dialogue pop ups all show the correct information for the appropriate item.

    Can anyone help me with this? I previously had this "inventory" set up as an array but I was having the exact issue. I thought this "no-array" system would fix the problem still persists. I'm thinking its an issue with the function?

    One more thing, can anyone tell me why some of my items are displaying blank on the inventory slot? Because they shouldn't. There are no blank images in the inv slot animations. That's another issue I'm slowly working through too. Thanks all!

    https://www.dropbox.com/s/kgafz6cfh3fuz ... .capx?dl=0