Tokinsom's Forum Posts

  • lol oh, sorry. I don't check my PM's often.

    As I mentioned in the description, I don't think sending the .capx would be helpful. There are numerous systems tied together to make this work, and even I had a hard time doing anything with it. This .capx in particular is not very well commented either, as it was not meant to be shared. If I decide to do this game kit it will be very well commented and include a video demonstrating how the layouts, rooms, mini-map, HUD, subscreen, save data, etc. work together.

    Sadly these layout-based systems like C2, CC, MMF, GM, and Stencyl have simply aren't good for metroidvanias or open-world games. You really need to make custom editors for them to dynamically manage chunks of the world. I discussed this with Ashley and unfortunately he expressed little interest in anything of the sort. Layouts are too ingrained in the editor anyway.

    Also there is a new link for the Minitroid tech demo in the trailer description.

  • This is like...telling people to make food good by making good food. Just saying.

    11. Make your game in a professional manner.

  • Just put the player movement in a sub-event under player.attacking = 0.

    Or put the movement events in a group that is disabled when the player is attacking, and enabled afterwards.

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  • Unfortunately it's hard to describe how I did all of that without showing any code. I did my best in the video description.

    I am thinking about making a "Metroidvania Game Kit" to put on the Scirra store that will help people develop such games, but it's going to take some time.

  • You can do all of that with events. Just run some conditions after a key is pressed, use text expressions, spritefont, etc.

  • This would be useful for those dynamically loading levels via external files. You could use families but this would be a little easier I suppose.

  • Oh cool. This does happen pretty often though. Yeah it always gets fixed but not without an entire campaign by the community -w-;

  • This just in: Small update in Chrome causes disturbances in C2 games and chaos amongst the Scirra Community. Will it be fixed? Who knows. "It's out of my hands. Stop blowing up my inbox" says Ashley, lead developer of C2.

    Thanks for watching and tune in next month for the exact same thing.

  • Yeah Ego's been around for a while. Doesn't do so much these days though. As for Sequelitis, I recommend watching them in order...the first two are informative and educational (although kind of state the "obvious you didn't observe"). The Zelda one was more of a rant, unfortunately. Good videos all around, though. Definitely worth your time.

  • Tetriser There are literally hundreds if not thousands of fan-games, fan-comics, fan-fictions, fan-albums, what have you...and to my knowledge Nintendo hasn't come after any of them except that Metroid fan-film that was on Kickstarter (BECAUSE it was on Kickstarter), and a Pokemon MMO (even that one is questionable). It just bothers me when someone posts about "the dangers of making fan-games" when there is an entire world of fan-works out there with no problems.

    Sounds unlikely to be honest. If that were true then why does Project M - a SSB hack that Nintendo openly despises, still exist? There are live-streams and tournaments with cash prizes and everything for it. What of Brawl In The Family who actually sell merchandise based on Nintendo characters? What of AM2R? Metroid:SR388? Project Fusion? Metroid: Metal? Zelda:OOT 2D? The list goes on and on and on. Even my own fan-game Minitroid was on numerous major gaming sites and I was constantly being told I'd get a C&D or whatever and absolutely nothing ever happened.

    I'm not saying they can't or won't C&D fan-works...I'm saying THE VAST MAJORITY of C&D's never actually happened; the developers just didn't want to admit they couldn't finish the project or lost interest or whatever...kind of like when people say they had a hard drive failure and lost the whole project. Yeah..right...

    The way I see it..the only reason Nintendo or whoever will C&D your work is if it affects their sales, or if it is something they are planning on doing themselves, or if you're profiting from it... and if they so happen to be in a pissy mood when finding out about it.

  • For the record, 99.9% of canceled fan-games were not actually C&D'd...the developers (usually kids or beginners) just say that as a cop out. Also, if they aren't making a profit, or if it's a parody, then there's no real problem. Nintendo actually loves fan-games...it's free promotion and shows the dedication of fans.

    Anyhow...honestly this just looks like smash but with crappy art. If they added more original content it could be cool. Props for coding it I guess.

  • Not sure about this "jittery movement" (numerous threads on it already...usually linked to low resolution, pixel rounding, etc.) but I do occasionally get "performance / lag spikes" in every one of my projects, and they are potentially game-breaking.

    Construct Classic had the same problem and I'm pretty sure the consensus was that it had to do with garbage collection.

  • Uh...the audio plugin can adjust volume you know. Just set it to a variable and add/subtract that every tick.

  • The sinewave behavior has no place in this mechanic. The solution is actually very simple...

    +Player is NOT on floor

    +Jump button is being pressed

    -Subtract 60*dt from Player.FlutterJump

    +Player.FlutterJump < 0

    +Player.FlutterJump > -60

    -Set Player Y Velocity to Self.Platform.VectorY - Self.FlutterJump

    ...It will probably need some tweaking but you get the idea. It's a simple counter force upwards.

  • Yep, CPU lag causes frame skipping but no noticeable difference in gameplay. GPU lag causes frame skipping and significant input delay rendering the game unplayable.

    Yeah, well as you mentioned the disadvantage of a cap like 0.02 is a few seconds of lower framerate will run the game in to slow-mo for a few moments, which is disorientating for the player - kind of like randomly varying the timescale during gameplay. I'm not convinced that's a better solution. I think we want to aim for a value that just cuts off the spikes.

    I think the game slowing down a little bit is far LESS disorienting (especially since every gamer ever is totally aware of and used to it) than severe input lag, skipping frames, and missing collisions, don't you?