Jase00's Forum Posts

  • Sure man, send me the link in PM

  • Wow, your project was very good! Why did you gave up with it?

    Another reason to make me want to use those sprites is that there's a specific Anime that maplestory made a special event with its characters, and their look (hair,face,clothes, etc) if available for use...

    Oh, and one thing that I want to do diferent from your game is the combat "speed", I want it more frenetic

    And if you ask why, here's a video(from 0:53 to 1:01) of the situation I imagine in my game (obviously in 2D)

    I would to like to implement 1:05-1:11 too, but I think (I don't know if you know a way of doing it) that wielding a sword and a gun together is impossible :/

    I gave up on it because of a few reasons, like, I was tailoring the game to be like MapleStory and spent the most time working on making the clothing system and stuff, so if I somehow eventually got popular and then Nexon finds out I used their content, I'd perhaps get sued or have to remove the game or something, making all my work a waste of time

    I also wanted to make the combat more speedy, along with speedy platforming and stuff I never got round to it because I focused on everything else for some reason, like monsters, skills, stats, map stuff, ect. It's awesome you have the same vision, I really want to see a crazy speedy combat system with MapleStory sprites.

    Making the game have dual-wielding weapons is (imo) difficult in terms of how it controls. I don't think I show it in the video, but I made all 1Handed weapons dual-wieldable, and it would appear and position accordingly. Looked pretty cool, but since I didn't work on combat, it didn't change much in terms of gameplay, but it would boost your damage

    In terms of how you get the 2nd weapon to look nice and appear nice, depends on how you setup your game. If you are using spritesheets, then you may have a bit more work to do because of the way MapleStory works (although I have some ideas that might help that I've thought of whilst typing this). If you are making your own "clothes" system then it would be technically easier to implement, at least it was for me (just took time to align frames lol). I'm not sure how you plan to do things, so I rather not go into each thing and only talk about what you want to know

  • Hah yeah, on my profile it currently says I have been on for 1 day, but also says "Consec days posted : 3". That means I've posted each day but not come online somehow lol. Spooky

  • blackhornet is in the lead

    Bad news for me though, my counter has been reset to 0 for some reason. I was browsing a lot yesterday, was logged in too. Wonder if I triggered something, I remember visiting the arcade whilst it was glitched yesterday but that's about it. Tom , sorry to bother for petty issues, but do you know why this may have happened?

  • alan349 Ahh I don't watch a lot of anime sadly

    It's awesome you are going to use those sprites. I spent a lot of years making a MapleStory-style game using the sprites, but eventually gave up on the project. Here's a

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    of a development video if you're interested (annotations work better if you view in fullscreen ). It seems like you know what you are doing in terms of programming, but if you ever have any MapleStory-specific questions on how to implement something similar to how Maple does it, feel free to PM me!

  • The graphics are about to old but the advantages are:

    - Allow Jump;

    - Allow more Skills;

    - Allow weapon/armour changes;

    - Have much more variaty of tiles/background/objetcs..

    So, what do you think?

    Which one I should choose?

    Hooray, MapleStory! I used to use sprites from MapleStory to make a game with gameplay mechanics similar to MapleStory.

    Considering I'm aware of the amount of sprites that the game has, and considering there are websites dedicated to providing sprites and audio from this game, and even generating character spritesheets (PerionCorner, BannedStory) I'd pick this style rather than the 1st image.

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  • I recommend checking this thread out:

    The thread contains a .capx of an engine from MMF2 that somebody created (Made by Damizean if I'm not mistaken), that Candescence ported over to C2, but it had performance issues, but shows that a Sonic game with loops and momentum is possible. You will just have to use all your optimising know-how and make it from scratch. You could look into the .capx and dissect it, turn parts on and off and figure out how it works, then you could begin making your very own engine!

    OR , You could use the built in platform behaviour to make a basic momentum/physics engine. It's quite simple and doesn't involve nearly as much math and collision detection as making it from scratch. If you know how to figure out the angle of the ground below, you could make the platform behaviour "Set angle of gravity" to the grounds angle, which would make you stick to the ground no matter what angle

    I would go into this more but man there's so much to talk about, I highly recommend checking out the .capx above and observing and changing it around to see how it works.

  • I'd give it a try, being a avid Sonic fan myself

    Could I ask, how come you are unable to make momentum and loops?

  • According to this website, it is Ashley's birthday today (13/9/14) so with that being said...

    Happy birthday! Have a good one!

    On another note, should totally do another Scirra meetup sometime, this time I would most likely be able to join. I missed out on being around like-minded people and whiskey

  • Thanks guys! I find it has become a habit. Lately the website has been going down for hours at a time, and it feels weird not checking up and I end up retrying frequently til I eventually get on haha

    I wonder who's been on the most consecutive days, and I wonder who has posted the most consecutive days?

  • Ashley , I have a request for Audio!

    So we have "Play at object", which is awesome, but how about a "Play at Object's Area"?

    Say for example we have a Sprite that is 2000x100, and we want a sound to play from it, and the volume to pan whenever the player (the listener object) is near this sprite. Using "Play at object", the Audio will only determine its volume from the distance between the player and the Sprite's Origin Point. (So say the Sprite's origin point is on the left of itself, and the player stands in the middle of the Sprite, the volume will pan Left).

    But if we had "Play at object's area", then the player could go anywhere on the Sprite and it would only pan if you moved away from it's width/height, rather than it's origin point.

    This would be infinitely more awesome if this was determined via the Sprite's Collision Polygon, and also still detects correctly if the Sprite's angle changes.

    I can think of a few uses, such as making it easy to create an area for background ambience, making lasers that buzz when near, you know, atmospherical stuff

    Hopefully there's something I'm missing that already exists in the Audio plugin that does what I'm talking about haha

  • Thought I'd share a little personal achievement with you guys. I have managed to consistently visit the forums for 500 days

    I don't post very much, but everyday I check out the "Construct 2 General" section and keep myself informed on what is going on, what people like and don't like, and how the core of Construct 2 works (There's so many useful pieces of info scattered around the forum that are not documented in the Manual.). I check out "Open Topic" second most, and check out other sections out of pure randomness and usually find some awesome content.

    I've learnt a lot from doing this thanks to practically all users in the forum. Even the users that ask questions, some questions are things that I never even thought to ask. It's really awesome.

    But yeah, awesome forum, awesome software, very awesome and talented staff and users, 10/10 would stay here 500 days again.

  • I totally understand what you mean.

    In both scenarios you listed, (Making a change to a layer means going to every layout and making the same layer change, and level editor layer stuff) I have had to deal with as well.

    It's like a matter of pre-planning what layers you would want and what settings/effects you want, make it in one layout, then duplicate that layout. But you best hope you don't want to tweak a single setting in a layer, because then you'll need to fly across every single layout to manually make the change (or possibly edit the project's files to apply the change quicker which is risky and a bad idea in general to tinker with things like that).

    The ability to add layers at runtime sounds like a dream, we could then have 100 layouts, decide "Hmm, I want a HUD layer" (if you somehow didn't think to add a HUD to your game after making 100 layouts lol), make an event "Create layer : HUD" (probably have an index for where to z-order the layer), and then all other events already exist to tweak the settings of layers (minus a few, like adding new effects). Would be awesome.

    tl;dr: I agree! +1

  • I am addicted to this game at the moment! I play mainly as Engie, Spy, Demo, Scout. Only started playing the game about a year ago though but mann it's addicting. Gotta love the new SFM video that Valve released for TF2. I remember hearing they're making another SFM video at the moment too. ^^

    Btw you missed Heavy in your list of the classes!

  • Hello Igloo !

    I highly recommend reading this, it's a blog post containing performance tests between CC and C2, it's a very surprising and interesting read.

    Performance on a laptop with integrated graphics is awesome, I test my games on a cheap laptop with integrated graphics and a dual core CPU, works fine as long as you set an option in the settings of your project (I forgot the name of the option, but you need to set it from "High Quality" to "Low Quality"), and also make sure the resolution of the game is low.

    Hope this was helpful