Wogoat's Forum Posts

  • I had 14 upgrades at sword and couldnt touch the boss what im doing wrong?

    You have to hit the boss in the head or it doesn't do any damage. You can tell it works if he flashes and the red bar on the side (rudimentary boss health bar) shrinks.

    Still need to make a fix for the elevators and make an immune period after getting hit, those blobs can be surprisingly nasty if they corner you.

    And the backgrounds, I'm not very good at those so I've been stalling on starting that.

  • Lots of animation updates for the build.

    There's a very buggy village, but in the dungeon most of the hero animation and about half the enemy animations are done. Actually starting to look more like a game and less of a prototype.

    http://floatinghandsstudios.com/games/CBD/

    Quite happy with how this is turning out so far.

    Some of the characters:

  • I miss the slight attack delay of some of those games. My first build controlled much closer to Castlevania (non-controllable jumps, much longer attack delay) but it didn't really feel right with the character design, so I loosened it up a bit and moved it closer to feeling like Zelda 2.

    Most Metroidvanias have immediate attacks, even the modern Castlevanias have it. I kinda wanted to bring that back and keep the exploration elements.

  • Any specific quirks that jumped out at you?

    I know you can knock yourself off of the elevator, but I'm thrilled to know any other potential concerns, squash em now before the games gets too complicated!

    I'm wanting to make sure I've got the core mechanics down solidly, then I'm going to see how I can tweak it and put my own spin on it. Bit of a balance between the two to figure out, but response is good so far so I'm looking forward to tackling it.

  • My submission for Ludum Dare 31: Food Panic, a game of being afraid of your food.

    I'd forgotten about the dare until mid-Saturday, and already had commitments on Sunday so it was a pretty short dev time, but I managed to complete it based on the original design without sacrificing anything but general polish.

    http://floatinghandsstudios.com/games/FoodPanic/

    Watch out! The food you're eating just might kill you!

    Eat all the food you can, but keep an eye at the top of the screen to see which foods are dangerous! It's true because you read it online!

    When wandering this maze-like grocery store you may come across Superpills They Don't Want You To Know About which will allow you to eat anything for a short time.

  • Upgraded it further. (same link as before http://floatinghandsstudios.com/games/CBD/) There's now a rudimentary map screen where you can go to a village and upgrade your stats, including a magic stat that doesn't even do anything yet. You can also leave the dungeon at the entrance and after the boss in order to return to the map screen.

    Enemies in the dungeon now take more hits at first, as the attack can be upgraded. When defeated they drop coins to buy the upgrades.

    In the village, press UP at the box and a menu will open up, you can select a stat to upgrade for 50 coins or choose the X to cancel.

  • I have updated the link to include a block/parry mechanic.

    It only works on the rust colored enemy that lunges at you.

    Press C to parry, if you successfully block it you can quickly press X to riposte with a 2x strength attack.

    (only while standing until I test to see if this is where I want to go with it, if I'm happy with it, I'll implement it for crouching as well)

    I'm wanting it to block certain melee attacks and projectiles like in Zelda 2, but more timing based as apposed to the more passive shield. The riposte also gives a bit of a reward for pulling it off as well, though it might be nerfing that enemy a bit...

    Not sure if the timing is quite where I want it, but I think I like it so far, and it just begs for an enemy that can parry and riposte back at you.

  • I didn't realize the elevator knocks you off if you hit the celing, that definitely needs correcting.

    I do want to impliment some sort of blocking, but I'm trying to come up with something slightly different from Zelda 2, probably some sort of timed parry. Haven't figured that one out yet.

    A cool down after getting hit is next on the list of things to impliment.

  • What problem did you have with the elevator?

    I know you can get stuck in the falling animation when going down, but it doesn't otherwise impact gameplay. Still need to fix it of course.

    Did you run into something else with it?

  • Awesome, that certainly streamlines things. I had the ragdoll sort of teleport to the sensor when he starts climbing because I planned on having a more traditional sprite for when he's not climbing. But now I'm realizing I can do what you did and just make the rag doll pieces invisible when they're not needed, Stops the crazy whiplash things from happening, and eliminates the need to rebuild the doll every time the Z button is pressed. I was making things ridiculously complicated.

    Though nowhere near as extreme as some of my builds, his left hand still separates from his arm when he's hanging from it, (Although I haven't been able to test it on another computer on the chance that it's just something on my computer's end) This doesn't happen with the right hand, and I'm still not sure why, The right arm does jerk around a bit while the left doesn't, I don't know if this has anything to do with it, but this is certainly more viable for practical use than what I had.

    Thanks a lot, always neat to see how someone else tackles the same problem, helps think of things from a different perspective.

  • After wandering away from Construct for a while and playing around with other development tools, I've come back and put together this test to sort of learn my way around the new version.

    Trying to build a platformer that feels somewhere between the later 2d Castlevanias and Zelda 2.

    I'm pretty happy with how it feels, though the graphics are obviously unfinished.

    I might flesh it out into a proper game if people are interested enough.

    http://floatinghandsstudios.com/games/CBD/

    (arrows move, Z jumps, X attacks, C to parry (only works at the lunging enemy) and UP to access the upgrade menu in the village)

  • I'm trying to make a game involving climbing, and I'm trying to make a sort of ragdoll character to hang from whereever the character is holding.

    I've got the basics, but I can't figure out why the right arms stays together, but the left arm stretches out well below where the hand is.

    I've got a build of it here:

    http://floatinghandsstudios.com/games/RR/

    (arrows move, up arrow jumps, hold Z to grab onto the green surface, arrows while grabbing to move around, the hand used to grab switches with each move.)

    It's still very rough, the ragdoll just kinda goes wherever when you aren't climbing, it's going to be a more traditional sprite for that, but I'm starting with the climbing bits since that's the hard part.

    Any suggestions as to what may be causing this?

    Source file is attached

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  • The feature I most often find myself wishing for when using Construct thus far has been the ability to manually enter in the coordinates for hotspots and image points in the image editor instead of clicking on the precise spot on the image itself.

  • I've now tried seeing what the camera looks like when it moves at a slower speed that the flashlight which now moves slightly faster.

    I'm probably going to disable to 8 directional movement, as I'm liking the 'click to move' method better right now.

    You can also toggle into and out of what will be an "aiming" mode which locks the view in place and moves the camera farther in front of the player using the right mouse button.

    http://floatinghandsstudios.com/games/fltest2.exe

  • It's actually working really well now. I've got an image point slightly in front of the player character and the camera focuses on that, that means the player character is slightly off-center so the visual space can be focused more on his cone of vision.

    However, I'm seeing if I can throttle the speed of the camera to speed up if it needs to rotate far, and slow down if it doesn't. Hopefully that'll make the off-center scroll just a little bit smoother. This may be a bit much to pull off but I want to give it a shot.

    Here's my current events.

    <img src="http://floatinghandsstudios.com/games/events.png">

    It properly throttles up to the max speed, but it never comes back down.

    I think I'm missing something obvious, but I'm too blearly-minded to figure it out at the moment. Maybe someone else can come up with a better solution.