linkman2004's Forum Posts

  • Just a quick little flamethrower effect I whipped up using little balls with physics and the plasma object:

    Flamethrower effect

    It doesn't use pixel-shaders but it's still pretty CPU/graphics intensive. Hope everybody likes it.

  • It uses a black and white sprite(most likely a white ring on a black background) with the "Distort" effect. Then you could just have it scaled up a little bit every step to make it look like a moving ripple.

  • You can update the collision mask of the canvas through events. Just do something like this:

    +Always

    -Clear canvas to transparent

    -Paste Sprite into canvas

    -Update collision mask

    That will give you a constantly changing collision mask on the canvas.

  • I think the ZIP object is broken. I tried using it for something in my game, but it would always crash when trying to create the ZIP.

  • The wiki page on ticks gives two methods for figuring out the frame-rate: Ticks Wiki Page

  • 1. Hold down control and use the mouse wheel to zoom in.

    2. Set the window size to 320x240, but at the start of the layout, using the window object, set the window size to 640x480. That should double the size.

    Hope that helps.

  • i have vista and sound works for me, probably cause realtek supports directsound.

    the only prob i have with how sounds are handled atm is that its very difficult to make lots of the same sound be overlappable, like if you have 10 enemys with machine guns, and you tell the event to play a sound when they shoot on channel 6, you wont be able to hear multiple guns firing, and its really difficult to make this "un"happen since they are all the same enemy.

    if it can do this please say how? as its been bugging me

    You can just have the DirectSound object autoplay a sound from a resource. This automatically plays each sound on it's own channel.

  • Here's the second demo for everybody to try out:

    Mega Man 2 Remake Demo 2(6.9MB)

    New stuff:

    -Added the hardhat enemy to fight

    -You can get hurt by enemy

    -Bolts now go through walls(like they're supposed to)

    -Added sounds/music(which is why the download is alot bigger)

    -Changed some of the tiles(yes, I realize the ladder is the boss door, but I couldn't find the ladder tile. )

    As usual, tell me what you think.

  • Here's a quick example I whipped up.

    Keyboard Controlled Menu

    The basic idea behind it is you have two global variables: 'menu' and 'submenu'. Menu acts as the current selected choice, while 'submenu' determines which submenu you're on. Pressing down and up will add and subtract 1 from menu respectively. Hitting enter will, based on the value of menu, take you to a different submenu. The bottom choice will always take you to the main menu. You could ultimately string together an unlimited ammount of these submenu's, also altering the number of choices, but this is just a quick example. Hope that helps.

  • Screen shots look great! Can't test now, at work, no Construct... D:

    10/10 Will read again.

    ~Sol

    You don't need Construct, it's an EXE.

    What I find sort of amusing, is I'd prefer the style you've created over the ACTUAL Mega Man 9 we're getting.

    I'm speaking of artistic style, not gameplay

    Thanks, but I think going completely retro for Mega Man 9 was one of the most awesome decisions Capcom has ever made.

    By the way, just a quick status update. I've added a single enemy to the game, the Hard Hat dudes, and they're finally working right(blah, dang animation system). I also realized after playing the real thing that bolts go straight through walls(odd design choice. ), so I've taken out bolt collisions with walls.

  • As far as I can tell, there isn't. Maybe you should suggest it to the devs.

  • Under the "System" section of the "System" object(heh), there's an 'Object Count' expression.

  • Awesome! Thanks. I think this probably needs to be changed to where non looping animations are automatically changed back to the first frame after you switch to a different one, though.

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  • Okay, thanks.

  • Holy crap!