linkman2004's Forum Posts

  • I think I found a bug with the animated finished event, but I wanted to run it by everyone to see if I'm doing something wrong before I submit it to the bug tracker:

    Animation Finished Bug

    When you hit the space bar, the little guy will pop out and shoot, then got back in a again. But if I hit the space bar again, he wont open up again. If I change the 10th event to "if animation "closing" is playing & animation frame is equal to 5," everything runs fine, and I can have him pop out as many times as I want. Is this a bug, or am I doing something wrong?

  • That's just to tell it that there is coordinate information below that cell. If it sees "sprite" in a cell, it will create a sprite and set it's X and Y coordinates to the values in the cells below "sprite". That's the best I can explain it. There are probably better ways to do it, though.

  • I think a good feature would be an option to set the volume of a sound file when auto playing it from a resource in the Direct Sound object(or the next audio plugin). It's annoying having to open up the wave in a separate program to change the volume if it's too loud/quiet. Any chance of this?

  • I could easily change it to where where it merely recolors something instead of tinting it(that's what it did originally), I just thought it might me more useful if you could get different levels of color based on the original color of the object.

  • I couldn't really make any sense of your CAP, but I can tell you that when positioning the blocks after array loading, you don't want to use the For Each action, otherwise all blocks will be moved to that position. Anyways, I whipped up a quick example that will do what you want to do in only 2 events(one for saving, one for loading):

    Array Loading Example

    Hope that helps.

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  • I like the idea you've got going there, deadeye. By the way, to get the floaty feeling of being inside a liquid, you can just increase the world scale for the physics object. I've used it plenty with this simulation for when I have smaller/bigger particles than usual, which usual will move to slowly/fast reletive to their size.

  • wow, linkman is amazing, i see him becoming one of the ig extension maker fors construct, kinda like LIJI

    Thanks, glad you like it. This one was mostly from scratch, though.

  • Nice! You nailed the feel of Mega Man's moving and jumping pretty well. And the sprites and tiles look sweet.

    The muzzle flare on the buster seems out of place though. It's a little too simple compared to everything else, what with being just one frame that fades out. Maybe add a frame or two of animation to it so that it changes shape and looks a little more dynamic?

    I also noticed that if you stand next to a wall and fire into it, every other bullet can pass through the wall. This could cause problems when you start building levels with enemies (Mega Man could cheap-shot enemies through the wall ).

    Really nice job so far though, good luck with it (and post more stuff as you make it).

    Thanks! I actually measured Mega Man's walking/jumping speed in the real game to get it right.

    As for the muzzle flare, I realize it's a bit simplistic, but it's mostly temporary. I'll see if I can change that soon. Also, about the bullets, I've noticed that, and I'll see what I can do to fix it.

  • DEMO BUGS FIXED - if you haven't downloaded the demo yet -- or if you have but want to see the bug fixed version -- I urge you to download the version contained in this post.

    Sorry about the double post(blah! it's my thread!), but I figured I should post the updated version that fixes the bugs mentioned above. Notably:

    -Touching the ground while on a ladder will detach you from the ladder

    -You can't shoot anymore while pulling yourself up off the ladder

    -The falling animation no longer appears after pulling onto the platform from a ladder

    Mega Man 2 Remake - FIXED DEMO

    Again, be sure to leave comments/criticisms.

    EDIT: By the way, I finally noticed the turning directions glitch, but I'm not sure what's causing that. I'll look into it soon.

  • Sorry, acutally I disliked it ^^. This movement is way to stiff. Some things to correct:

    there's no going off the ladder when on the ground

    turning left/right doesn't change directions at once (there's one frame with wrong direction rendered)

    when shooting and turning opposite direction, the "flame" translates its position but not direction

    shooting when finishing climbing ladder looks nasty ^^ <img src="http://tymczasownik.republika.pl/megaFart.png">

    after finishing climbing ladder this "falling" animation shouldn't be shown

    Effect when bullet hits obstacle IS nice. Work hard on your platformer movement .

    1 - Blah, I forgot about adding the ability to step off a ladder when you reach the ground. That will be fixed in the next demo.

    2 - I'm not exactly sure what you mean. Whenever I switch directions the sprite seems to change instantly.

    3 - Yeah, shooting while pulling yourself up should be disabled. That will be fixed, too.

    4 - I've been trying to fix that all morning. I'll see what I can do.

    Anyways, thanks for the crits. I'll see if I can't fix all these things today.

  • Are your graphics drivers up to date? My parents computer had the same problem on a GeForce4 MX(something like that, anyways) until I updated the graphics drivers. That might be the problem.

  • For the currently ongoing Retro Remakes Competition, I have decided to undertake the task of remaking Mega Man 2. I've currently got most of the Mega Man sprites recreated with vector graphics for higher graphics detail/quality, as well as doubling the amount of frames for the running animation to make it run smoother.

    The engine itself currently features all of Mega Man's abilities(aside from special weapons), IE: running, jumping, shooting, climbing ladders, shooting while running, shooting while jumping, shooting while climbing ladders, yada yada yada. But I will stop blabbing, here's a demo of the current engine in progress:

    Mega Man 2 Remake Demo

    CONTROLS:

    JUMP - Z

    FIRE - X

    MOVE - Arrow Keys

    Number Keys 1-3: Change the window size to 1x, 2x, and 4x, respectively. 4x gives the highest graphics clarity.

    Please leave any comments/criticisms you have so I can work on making it better. Hope everybody likes it!

  • I'm pretty sure what you're getting at, so I whipped up a quick little effect(PS2 only, sorry) that will tint the colors within a certain limit the desired color:

    Recolor Section

    It comes with an example CAP, and that should explain it. But just in case, this is how it works. First you will put in the desired color you would like certain parts to be tinted. Then you will put in the color you would to replace, or at least a close approximation. Then you can change the tolerence to color more/less around the color you are replacing, for example: a tolerence of zero would replace exactly one color, while a tolerence of 20 will replace that color and colors within the general vacinity.

    I know you said it should use HSL, but due to my limited knowledge of this stuff(it took me a while just to get it working as is), it uses RGB, which makes it less user friendly, but it whould work until something better comes along.

    I hope you all find this useful.

  • I tried editing the BlurMask myself and ended up with a diagnal blurmask lol

    I'm not a programmer so I just was poking around at the files. Maybe linkman can fix it? Hehe.

    http://www.fileshack.us/get_file.php?id=819091&file=Omni_Blur_Mask.fx

    Blah, I forgot that you wanted a blurmask. Not like it much matters, I can't seem to get anything but a diagonal blur, either. I've been messing around with it for the better part of two hours now, but I can't seem to get anything other than that, running into errors whenever I try something new. I think one of the devs would have to look at it, since they have more shader writing experience.

  • Tah-dah!

    Omni Directional Blur

    During my one and only FPS test, the omnidirectional blur squeezed 30+ extra FPS out of it. For reference, the framerates were about 145 with omni-direction blur and 110 with the two blurs applied, so it's a pretty good performance gain.