JouBqa's Forum Posts

  • Email sent

  • Actually a few enemies and one boss done

    Here's a trailer:

    youtube.com/watch

  • Re-starting development.

    develteam.com/Game/Skullys-Metroidvania-Adventure

    Here is the current feature list of the game engine:

    Title screen and menu

    Collecting items and upgrades

    Message box

    Logics for 2 enemies

    Destructible block

    Hot lava

    Minimap system (on HUD and on subscreen)

    HUD (health and armor)

    Room transitions, alignments and dynamic object loading

    Save points and save data management

    Upgrades: Double jump, slide, lava suit, missiles

    Synopsis: A quick platformer in the style of Mega Man with metroidvania elements. You play as a cute skeleton boy named Skully, defeating enemies, bosses and gathering upgrades along the way to the final boss.

    Game design document:

    docs.google.com/document/d/1EkeTdrigqMnluG4-8ZcF5QhzQnl8e5ZsdrRTf3OJ1nc/edit

  • It was just unshown.

    It's working ok now, thanks to plinkie

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  • The boss just keeps going to the right.

    the_Shit_hawk

    DolyGamesCosmos

    Any ideas?

  • I could do events for enemy AIs I guess... but I'm best suited to QA, finding bugs but also finding out where they went wrong in C2 as a result. If it gets to a point where you need someone with knowledge of C2 to test the game but also help debug and find the cause in C2 then let me know. The game sounds interesting!

    I sent you a PM

  • we have a pretty tight schedule because I need to finish this game soon, because another one is starting in August. So all help is welcomed. You could probably do some of the enemy AI's or designs depending on what you do? Maybe even design a part of the map as it's not fully designed yet. QA is also welcomed.

  • Hi,

    We have a team of 8 working on a metroidvania game. Specifically I'm looking for another member who knows Construct 2 besides me as the art and music side are well handled. If you're interested email me at joubqa@gmail.com.

    The game is mostly done but we still need to finish the map, a couple mechanics and create a few more enemies.

    Synopsis: A quick platformer in the style of Mega Man with metroidvania elements. You play as a skeleton boy named Skully exploring, defeating enemies and gathering upgrades along the way to the final boss.

    Game design document:

    https://docs.google.com/document/d/1Eke ... sp=sharing

    Here is the current feature list of the game engine:

    Title screen and menu

    Basic platformer controls

    Shooting enemies

    Collecting items and upgrades

    Message box

    5 enemies

    Destructible block

    Hot lava

    Minimap system (on HUD and on subscreen)

    HUD

    Room transitions, alignments and dynamic object loading

    Save points and save data management

    Player upgrades: Hi-jump, Lava suit, Charge Shot

    We would be making the game without pay for now. If we feel like it could become something of commercial quality we can start thinking about release and profit sharing.

    Facebook: https://www.facebook.com/Skullys-Advent ... ?ref=br_rs

  • Thanks for the replies guys! I've been traveling but I can try this tomorrow.

    edit: I tried this but the boss is just stuck in place in the dash animation... (I set it at speed 5, loop Yes, count 3, repeat to 0, ping pong No. It has 2 frames)

    edit: actually the boss immediately dashes to the right (and then gets stuck there on an obstacle). I have no idea

  • I'm trying to make a boss that moves around left and right and every once in a while dashes at the player. also the back would be the only weak spot.

    this is what I have now and it's just not working very well... he stays in the dash animation (it's set to not looping and repeat once, 2 frames, speed 5). he doesn't always face the right direction either. no idea how to do the weak spot yet. And I guess I should so something where it checks if it's X is bigger or smaller than Player.X and then charge toward the player?

    So something like this: https://youtu.be/0bKBnyDcipU?t=232

    I'm also thinking having the boss crash into walls and rocks droppping from the ceiling then but I'm trying to get this basic behavior down first

  • JouBqa Yeah that's one downside to having the rooms right next to each other and on the same layout. "Is not on-screen" is probably killing the player in the beginning because it doesn't exist on the first tick - it has to be created at the position of the Player_Spawn object first. So to use that you would have to check if it exists first.

    I just can't get the "is not on-screen" to work. player just dies when starting the game. I tried checking if player mask, base or spawn are on Player layer first. I tried giving player mask a "created" boolean and setting it in eMain and checking if it's true in ePlayer before killing.

    and the Player_Base Y > RoomZone.BBoxBottom thing is not good because you can't jump to a room below

  • > Why is GameRooms layout size 10,10? I want to have bullets destroy when they leave the layout (so the player can also shoot 3 bullets at a time) so 10, 10 wont do as they would destroy instantly. Should I just change the layout size to the size of game map?

    >

    > edit: Destroying Projectile when its not on-screen instead of when it's not on layout worked for the bullet limit

    > he layout is 10,10 because I have "Unbounded Scrolling" enabled, making the layout size irrelevant. You will have to check if objects are off-screen instead of outside the layout like you said, though.

    Kind of having a problem with this. I want the player to die when he falls into a hole. But can't use "outside layout" because of this and "is not on-screen" kills the player instantly when the game starts...?

    EDIT: Player_Base Y > RoomZone.BBoxBottom seems to work. Though the death explosion animation doesnt work right then

  • JouBqa Did you try this one?

    Thanks!

    Another question, how do I change the text on the subscreen item tabs?

    Also couldnt get my own animated sprite to work in place of the subscreen wireframe sprite. It was just blank or in the wrong place (eventhoug I made it the same size and same origin and collision). I then just added the sprite to the subscreen background image itself instead. Not animated but works ok like this

  • JouBqa The worms have a simple "patrol" behavior to walk back and forth on platforms. To have them work on ceilings you'd not only need to reverse the gravity but change the y collision offsets to negative values and probably their hotspots too. There is a "Metroid Zoomer Behavior" .capx on the forums somewhere that can have them scale walls, floors, and ceilings alike if that's what you're going for. A quick search should bring it up. Hope that helps!

    If it's this one the link doesn't work anymore:

    I'll try... something

  • Has anyone been able to make the Worm enemies walk on ceilings? I've been at this for hours and it's just not happening O_o. I can make them stick in the ceiling by flipping the sprite and changing the gravity but they just won't move