linkman2004's Recent Forum Activity

  • 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.

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  • 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.

  • > but the odd behavior i noticed in link's, is how putting a heavy mass and light mass next to eachother will result in them moving out of the screen instead of the green simply coming to rest next to the gray.

    >

    > also, orbiting objects almost always manage to slingshot farther away, rather than coming closer and closer.

    >

    Yeah, it doesn't seem to be very stable. Still, getting pretty close though as each object actually does have it's own pull.

    I didn't notice that before, but there doesn't seem to be a way I can fix it. Since the pull of an object is multiplied by it's mass, lighter objects will be pulled in faster than heavier objects and end up pushing the pulling object.

  • Instead of using xy measurements based on distance, the force applied is equal to the DISTANCE FORMULA of the objects, so if they are far away they will to to move back together more quickly... this is the opposite of what would happen in a real world experiment, but for applied mechanics in a game situation, it seems to work quite well.

    I will keep playing with it before I upload... the way your example works is probably way better than mine, so I may work with your example and include the merging and seperation of objects based on a player shooting at them.

    ~Sol

    The force applied is derived from 640 - distance, so if an object is 500 pixels away, the force would be 140, and if an object was 20 pixels away, it would be 620. So it is set up to where the force is correct, just only for certain distances, because if it's over 640 pixels away it's repelled.

  • I actually whipped up an example of this a couple of days ago, but I kept forgetting to post it. It uses For Each loops for achieving it, but they only run every tenth of a second, which speeds it up by about 50% over all the time.

    Individual Gravity Example

    Left click for a low mass sphere and right click for a high mass sphere. Hope somebody finds it helpful.

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linkman2004

Member since 15 Jan, 2008

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