Swordofkings128's Forum Posts

  • 7 posts
  • http://dl.dropbox.com/u/20855857/CASEYIIIexe.exe

    So I've been working on an idea... A game with similar structure to megaman but you can shoot in all directions. Casey can point and shoot anywhere your mouse cursor is.

    I also plan on having different 'modules' such as walking, tank mode, hook shot mode, flying mode, etc...

    Controls-

    W-Jump

    A-Move left

    D- Move Right

    S- Probably grenades or bombs or something.

    Left Mouse Button- Shoot

    Mouse- Use it to aim.

    *Note as you shoot your battery gauge depletes. If the guage is empty, you can't shoot, but it replenishes quickly.

    Features-

    360 degree aiming

    VERY simple jumper ai that I still can't figure out how to get working properly...

    Simple HUD

    Duck Physics

    Screens:

    <img src="http://i522.photobucket.com/albums/w344/swordofkings128/CASEYIII-1.png">

    <img src="http://i522.photobucket.com/albums/w344/swordofkings128/CASEYIII-2.png">

    *graphics are WIP

    Basically I'm not sure if these kind of gameplay could work for a whole game... So I'd like some opinions. I realize that 360 degree aiming isn't revolutionary, but I've never seen it done with a classic platforming game like Megaman, which is why I'm on the fence with this whole gameplay style. Try it, tell me what you think! Please!

    Heres the CAP, but you need the Magicam plugin to make it work.

    http://dl.dropbox.com/u/20855857/CASEYIIIproto1.cap

    Edit: If anyone can help me out with enemy AI that'd be great... That's probably the hardest thing for me to do!

  • Woah dude, thanks for the help! I would of never thought to use a family for the jumpin...

    It's a step in the right direction, but the other bird still jumps regardless of being 100 pixels close to the player... I'm not sure whats up with it! Maybe I'm not looking close enough at your changes... It's kind of cute, but maybe for another enemy, like some twin frogs.

    Thanks again for the help! Any ideas on how to fix this? In the mean time I'll keep fiddling with it...

  • I've searched around for awhile on several occasions and I couldn't find anything that really helped me out... So I have a question- how can I get my AI to work with more than 1 instance of an enemy object?

    Heres the problem- I have a bird enemy that jumps towards the player when he's 100 pixels close. I have that working the way I want, but I can't have more than 1 doing it at the same time... If I don't use for each object, they both jump regardless of their position relative to the player character, but if I do, only 1 bird will jump at a time. Is there anyway I can get around this? Yes, I saw the tutorial on "For Each", but I've tried several ways of using that condition.

    I've done it with a plain "For Each Object", one with "For Each Object Ordered" going my object.count, and I tried "For Each Object" with a condition that checks to see if the objects "active" private variable is equal to 1(1 = active were 0 = deactive). I'm kind of lost here...

    Heres my cap:

    http://dl.dropbox.com/u/20855857/BabyMa ... ouble..cap

    Z-Jump

    X- Shoot

    *Bullet range depends on the stamina bar located beneath the health bar*

    Also you can hit backspace for the current time according to your computer's clock...

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  • > Oooh wow, that looks pretty cool, Vermonde.

    >

    > Anyways, I took Irbis' advice and did auto rotate on my player box, but... Now it makes my actual player sprite upside down and backwards.

    >

    1> in the animator, remove the 180 angle animations of Vinnie

    2> check the box that says auto-mirror in the Vinnie sprite

    that should do the trick

    Ahhh, yeah THAT's what I'm talkin' about. Thanks Vermonde and irbis- you guys are the bomb. It's working pretty awesomely now.

  • Oooh wow, that looks pretty cool, Vermonde.

    Anyways, I took Irbis' advice and did auto rotate on my player box, but... Now it makes my actual player sprite upside down and backwards. The good news is I'v added a couple things I plan to have with game play. Here are the controls:

    Z- Jump

    X- Shoot energy balls

    C- Make blocks

    B- Make a bomb

    And I also added that orbiter behavior by... Uh... some guy on this forum :S I can't remember who but it's pretty sweet. Thanks, who ever you are! Anyways, there are 3 snakes on the map. They don't do anything, but you can shoot them and they die. I also plan on having the player being able to jump on them like in Mario.

    http://dl.dropbox.com/u/20855857/Vinniebuild2.cap

  • [quote:k3tsoyav]Anyways, my problem is I can't figure out how to get my player sprite to face left. It's probably really obvious,

    oh sure is, but dont worry

    in your sprite "properties" scroll down and check this:

    <img src="http://img534.imageshack.us/img534/7024/mirrorl.png">

    Thank you! I even have events

    http://dl.dropbox.com/u/20855857/Vinnie.cap

    IDK maybe my DX is somehow out of date... I'll check into that. But I really don't understand why it would have trouble flipping a sprite!

  • Hey guyz, I just kind of got into construct... I tried following the platformer school tutorial, but then I realized the caps were out of date, so a lot of the stuff wasn't functioning right. This is a screen shot of what I'm going for, though a lot of the stuff is placeholders:

    <img src="http://i522.photobucket.com/albums/w344/swordofkings128/DDDDIE.png">

    *of course DIE would be replaced with a life bar of sorts*

    You walk around... and that's really all I've figured how to do.

    Heres the cap:

    http://www.megaupload.com/?d=A3XP472J

    Sorry for using megaupload... Anyways, my problem is I can't figure out how to get my player sprite to face left. It's probably really obvious, but I'm still not used to the interface, so excuse my newbieness. Also the platformer behavior is at the default settings- I know how to change that, but I want to get my sprites facing correctly before I focus on that.

  • 7 posts