L5j's Forum Posts

  • I would love a tutorial on the AI for a beat em up a la streets of rage. Something that makes enemies move to the same plane as the players, keep a distance and attack periodically

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  • Maybe a simple name change would help. Not from Construct, just getting rid of the 2. C2 doesn't feel like a follow up to C1, it seems more like a 1.5 "upgrade" to the UI and a 0.1 "reverse-grade" to the run-time.

    Granted, if there truly IS exe export with shaders and all, then it makes more sense to call it Construct 2, it's just that we are a ways off from that point.

    I've gone back to MMF2 until EXE shows up, as while I like HTML5 as a feature, I don't much care for it as a focus. Still like Construct a lot, and will hopefully be using C2 someday.

    Construct 2 doesn't need a name change, I think the whole "Pre-Alpha" tag does a great job explaining to users that this program is in the very early stages of development. Imagine when they first started filming The Godfather II, if somebody on the set kept saying "well technically, we should really refer to this movie as The Godfather 1.5 until it's finished."

    As far as going back to MMF2 until there is EXE support , even if they added an EXE port tomorrow, I assume you would still use MMF2. You can't really create a game with C2 yet..

    Construct 1 was my favorite game development tool, with that said, it needed to be shelved to start something new and fresh for a long time now. Having no portability, an optional Directx update required, and various bugs might sound like minor hindrances, but to the average indie developer who needs his game to be accessible as possible they are almost complete deal breakers.

    Construct 2 seems to be coming along nicely and faster than expected. With the ease of testing Construct 2 games being as simple as clicking a link, I feel as if I've almost tested more C2 games in one month than I have C1 in all its years.

  • pretty fun game you got going on here, I like the art style its cartoony and cool.

    The gameplay would have benefited from maybe some powerups,new guns, health packs, and other various pickups. Also the levels that scroll horizontally feel a lot more normal than the levels where you have to fight enemies above and below you.

    I love the different types of enemies tho, the dog breathing fire totally caught me off guard t he first time and destroyed me

  • Really awesome little game, the design and effects are sharp. Would work well as an online flash game with a high score list or something

  • Some old friends

    really amazing

  • To spawn the cheese at random locations, just set the X and Y to random.

    might have to make this my signature

  • Really amazing plugin. The zoom to fit really opens up another whole dimension of ease to use with construct.

    I'm also trying to figure out limitations on the zoom, for both out and in. These can possibly be done with events but I'm still working my way through the plugin.

  • I'm toying with the same thing man and the AI is a bitch lol this is how far I got (needs xbox controller)

    http://dl.dropbox.com/u/3317708/HAHA.exe

    Got a .cap here too:

    http://dl.dropbox.com/u/3317708/HAHAHA.cap

    If you plan on continuing to work on this maybe we can help one another

    http://www.scirra.com/forum/viewtopic.php?f=8&t=6532

    This is the best thread on doing beat em ups.

    Yeah, that is a great tutorial. I'm actually looking for help on the enemy AI for an 8 direction beat em up. For instance what is the best behavior to use and how would I go about making the AI position itself parallel to you. With 4 players it becomes even more confusing, I was just looking for suggestions to get me on the right foot. Something like the old arcade beat em ups, streets of rage or something more modern like castle crashers

  • I want to incorporate some beat em up elements into my game, and I was looking for some advice. Any suggestions or insight at all will be very useful.

    Which behavior if any do you think would work best for the enemy AI? (right now Im using the RTS movment)

    I am using the 8 direction movement for the players, how difficult is it to add jumping and gravity to the behavior?

  • When I was trying to find something I had seen before, I would always forget if it was in the uploads or my creations forums. I like the new look helps with clarification, looks good.

  • I really love the vibrant art, very stylish and immersive in.

    If I could make a few suggestions though

    • for most games with a gliding mechanic, it is done with the same button as jump. I think it would make things a little less confusing. You could also think about making the talk button something like down or up, its more universally known.
    • The world graphics and character sprites really create a nice piece of art in motion, the bland life bars detract from that. You could create a really awesome looking aztec inspired hud that would take it to another level.
    • I'm not sure if this would work at all, but you could try to find a way to incorporate the physics behavior. To give your wind the affect of actually blowing things or enemies around.
    • one of the HUD icons doesn't scroll on the second level.

    Game is looking awesome though

  • I still think a subsection in the "my creations" section for development logs would be great. There are a lot of games being made in construct I wish I could keep track of easier. It inspires and motivates me watching the progress of my peers.

  • I wanted to check it out, but I was unable to get it to run

  • I found the download link here

    http://forums.tigsource.com/index.php?topic=3311.0

    The presentation of this game is awesome, the first half of the game is really gripping and inspiring. I would love to see an entire game that is very story oriented presented in this cinematic platformer style.

  • Can you modify the controls of the built in behaviors with this? Or do you have to use custom movement/use events to control movement