refeals's Forum Posts

  • Try making an boolean instance variable on your Player object (Sprite) called Dashing, set it to "false".

    The logic is something like this:

    1) If Player is on the floor and Dashing is false, set (normal acceleration, velocity etc atributes)

    2) If Player is on the floor and pressing Dash Button, set Dashing to true.

    3) If Dashing is true, set (dash atributes)

    There's a lot more to it but this are the basics I believe.

  • Whoa, this looks pretty good so far!

    Keep going, this is great!

  • Making X "cling" to the wall is the priority on the wall-jump mechanic, I just did not have the time. Also, I'm still figuring out the best way to implement this.

    About the Y coordinate thing, these aren't good at all, but I focused this update on making the walk, jump, fall and land animations more real, comparing frame-by-frame with the game. I did the wall-jump because I was not happy AT ALL with what I had before xD

    I DID compare the X coordinate though, and non-dashing X goes pretty close to the wall. Not good implemented anyway, but definitely a step forward!

    Thanks for commenting!

  • what about his animations and movement need work? for the most part it feels about right, speed adjustments are necessary and maybe jump strength.

    the code is fairly efficient, all of the points he made I have done long ago.

    I have solved the slide problem since this was last posted. lots of help from the how do i section, many new ideas, all worked extremely well.

    anyways this was more to just get a feel of what making a megaman like game would be like, i have a puzzle game and a platformer without shooting i am working on right now that take precedence, I do like to use what i learn in test engines like this project so i may return to it with a more megaman style slide action (cant stop sliding if under low space) and better more megaman like enemies and levels. i hope to just remake cutman's stage 1:1.

    Oh sorry, I based myself on the posts you guys made and the .capx I downloaded. Glad to hear you improved it! And I'd really like to see the Cut Man stage! Keep up the good work!

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  • Hey guys!

    I'm working on this engine from Mega Man X for the Super Nintendo. I've been thinking about doing this for a while now, but life always got in the way. Now I have a little spare time so I can work a little bit on this project.

    I do intend to make a full game out of this engine, but I don't know if I'm going to make in on Construct 2. Either way, the .capx will be downloadable when I'm done.

    If you guys can test it out, give an opinion, share some ideas or experiences.. Well, everything really is very much appreciated!

    http://www.scirra.com/arcade/example/3693/megaman-x-engine-beta-101

    I'll post all the updates here and the couple last ones there.

    .:: All updates ::.

    March 06 2013: First post

    • Start, walk and jump animations
    • Very beta wall jump

    March 08 2013: Little update

    • Okay, so I did some updates on the animations comparing to the actual game frame by frame, and I think it looks pretty nice now. It's definitely better than before, that's for sure.
    • Also, fixed the origin at the jump animations. Can be better, but for now it's pretty good.
    • Main feature here is a little update on the wall jump mechanic. Although the numbers are still off, it's getting closer to X's actual wall jump on the game.
  • Nice, there are some bugs indeed but it's pretty functional so far. You did have some neat ideas there. For now, I think you should focus on (1) Megaman's movement and animations and (2) Making your code more efficient, like BluePhaze says.

    I'm doing a MegaMan X Engine! Check it out!

    scirra.com/arcade/example/3693/megaman-x-engine-beta

  • I love the idea of the game.

    Here's a few tips:

    1) Check the hero's movements, you can make them smoother.

    2) More level objects to interact with! The level design is good, but desperately needs MOAR!

    3) Let me press a button and respawn when I want! The time limit is ok, but I have to wait.. Actually I just tried the one button, but yeah it did nothing...

    4) Distance to when bombs blow. Sometimes I try to jump over them or something but they just explode right when I fall.. it's pretty annoying.

    But I bet you had this in mind already =)

  • dl-web.dropbox.com/get/Public/arkanoid360/index.html

    I don't think it's right, did it work?

  • "Just made this one, let me know about your high scores.

    I think it's a pretty hard game. xD"

    dropbox.com/s/xcdwogfox21jsmi/arkanoid360.capx

    I noticed some trouble with the older link, now I hope you can check it out. Thanks in advance!

  • Just made this one, let me know about your high scores.

    I think it's a pretty hard game. xD

    http://www.4shared.com/file/BbfuEhJE/hardest_game_ever.html

    Lame project name but it's 4am here xD

  • I recommend you allow W,A,S,D movement.

    Me too!

    And maybe the attack can be faster? Like, one fast swing.

  • I really like this game!

    Can't wait for the improvements!

  • <font face="Verdana, Arial, Helvetica, sans-serif">Hey guys!

    I wanted to show you this very simple game that I made, it's a remake of the Arkanoid (or Breakout).

    I intend to keep working on it, there's a ton of things to do and improve. But I figured I'd show you since it's my first game (and first post, btw)

    Any kind of feedback is more than welcome, since I started using Construct 2 in a week or so. Thanks in advance!

    When I have a new version, I'll drop it here.

    Version 1.0</font>