KaMiZoTo's Forum Posts

  • *Reserved*

  • CoinOp Story is a metroidvania game, a love letter about the Arcade jamma world from the 80's and 90's.

    Story :

    In a near future, all the arcade cabinets ended up in a huge dump. The Jamma world is dying.

    Fortunately, a little generic arcade cabinet, named Gen, is brought back to life by a sudden lightning.

    At this moment, he's entrusted with an important mission : to collect the maximum Jamma game cards and bring them back to the mysterious "Castle of Nostalgia" in order to save the Jamma world.

    ...But someone does not agree. Another generic cabinet, feeded with illegal and unstable Bootleg Jamma cards that drove him crazy...

    Some enemies:

    Some music :

    https://soundcloud.com/kamizoto/sets/coinop-story

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

    First 5 minutes of the Alpha version:

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

    Here is my website for more info :

    http://www.kamizoto.com

    I still have lots of work till the release as I do everything in the game but I will try to keep you informed about big updates.

    Thank you for reading!

    KaMiZoTo

  • Nice !

  • Link to .capx file (required!):

    dl.dropboxusercontent.com/u/13847313/Scirra/PlatformBehaviorIssue.capx

    Steps to reproduce:

    1. Run & Jump over the wall without touching it

    2. Walk to the wall. Maintain the direction and try to jump over it

    3.

    Observed result:

    I don't know if it already has been noticed. I just noticed it now. With the standard platform behavior, there's a different jump height if you jump against a wall

    Expected result:

    The jump height should be the same if you jump against a wall or not.

    Browsers affected:

    Chrome: yes

    Firefox: my firefox has a very low fps (I don't know why). There's no jump issue on it. Oo

    Internet Explorer: yes

    Operating system & service pack:

    Windows 8

    Construct 2 version:

        R136

  • Well, you will have to create invisible objects like boxes. We call that a TriggerBox. Their role is to check if the hero is in it and then triggering something.

    Here is a simple CAPX to show you how I personaly deal with that. All the code is commented :

    https://dl.dropboxusercontent.com/u/13847313/Scirra/TeleportTriggerExample.capx

    There's probably better ways to do it. But it should help you to start with. :D

  • Thank you all for you answers. :)

    Tekniko Yes, Space Blaster has some bullet behaviors but I was thinking about something much more complex. You're right, I should have put a video example.

    Here

    http://www.youtube.com/watch?feature=player_detailpage&v=8G-znXW7gYw#t=320s

    Or Here

    http://www.youtube.com/watch?feature=player_detailpage&v=Es01C02Hs6E#t=159s

    NaSTy Very interesting sources. I agree a dedicated plugin like BulletML for C2 would be awesome!

    Whiteclaws Nice example. How do you do that ? An invisible rotating dummy in the center that generates bullets ?

    Kyatric Je vais aller voir �a! :)

  • Hey guys :)

    I'm really wondering how, in a lot of shoot'em up games, they handle all those very beautiful mass bullets choregraphy.

    Of course I imagine this has something related with algorithms?

    I think that, even in construct 2, it might be quite difficult for a non mathematic guy like me to do it. But, is there sort of 'tricks' or 'plugins' or 'formula' that can be easly applyed ?

    If not, I will have to do just like Neo, and avoid the bullets in slowmo!

  • May be the "Hello everyone!!!" part is missing ?... ^^

  • Hello Planetheads,

    Yes, you better user several layouts to construct your game world. Normaly, when you reload a layout, everything will be reset in it (except if you track those information somewhere in a global variable).

    I still haven't use the new save/load feature so If you use it, perhaps you will have to specify on each enemy you want to repawn not to be saved.

    I would suggest another thing that will help you : create an empty Layout called, for example, LIBRARY. And put in it one copy of EVERY objects, sfx or whatever you will need several times in your game. That way you can easely add or delete elements in your game level layouts.

    The most difficult part I personnaly think, is the creation of the metroidvania minimap system.

    Hope that help.

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  • Hello Guannstar,

    After reading all the posts, it's quite confused. I think you want to do something very simple but at the same time, I'm not sure of what it is. :)

    I think you want to, on each level, get all enemies on the screen destroyed, one after the other, before going to the next level.

    What ArcadEd proposed was a good and simple solution. You just have to replace the "slime" in his sentence by "an enemy".

    Here is a CAPX I hope will help you. It's very simple. Control the green cube with the arrow keys and touch the enemies.

    https://dl.dropboxusercontent.com/u/13847313/Scirra/MultipleEnemiesDeathCheck.capx

  • Wonderful work Alastair!!! You rock.

  • Rhaaa Space Harrier resurrected ! :) :) :)

    Works perfectly on my powerful pc.

  • It works perfectly with my 360 pad!

  • Ok, I've found how to do it. (I'm wondering if I haven't already read that somewhere).

    In your COnstruct 2 folder :

    Construct 2\exporters\html5\icons

    Replace all the Png Icons with yours. Export your project again. And that's it. :)

  • I'm also interested about that subject. I tried to do that with a sofware(probably Reshacker too if I remember) and failed.