Candescence's Recent Forum Activity

  • Okay, new version.

    Link to cap

    A lot of things are now fixed, others aren't. I've made some additions as well, such as:

    • Animations (idle, walking, jumping)
    • Support for as many skins (sprites that can be attached to the player for multiple characters) as needed for the player character
    • Multiplayer (Up to 10 players due to Construct's limits. This also allows AI to use the player object.
    • Rotation towards down upon leaving the ground (needs tweaking)

    Though, there are problems I need to address before I can continue:

    • Making the player stick to slopes at a high enough speed is something I haven't figured out yet
    • Trying to make the player not slide down a 45 degree angled slope
    • The player stops if he runs up a wall then tries to go on a slope
    • The jumping animation is somehow screwed up

    Right now, I have really no clue how to fix these.

  • While working on Sonic Construct Worlds, I've been talking about the project with others over IRC, and they and I seem to agree that the engine is needlessly complex and perhaps would be better if done from scratch rather than a straight port from MMF2. Well, I tried my hand at creating a custom movement.

    It's nothing special at the moment, and I tried implementing the trace movement from Davo's example, but it is somehow wonky. I have no idea why, so I've deactivated it by default.

    Besides that, I'm trying to figure out how to not make the player bounce off the wall when bumping into it. Any suggestions?

  • Actually, funny thing, the weapons in Castlevania don't just simply have their own hitbox. They're entirely different seperate sprites to the character him/herself. In other words, they use method number 2. I use this method myself, and I find it's generally very reliable.

    And, on the plus side, you can simply re-use animations for certain weapons. Take Castlevania: Dawn of Sorrow, for instance. Soma has attacking animations for particular types of weapons, no animations for specific weapons, the only exceptions being the pistol and the RPG launcher. Soma's animation for lighter weapons such as a knife or a short sword, for instance, is a quick one-handed forward strike. His animation for heavy weapons is a two-handed overhead swing. And one of the neat things about these re-used animations, is, that the animation speed varies depending on the weapon's weight, if I remember correctly. "Lighter" heavy weapons he will swing quicker than heavier ones.

    But, yeah, I reccomend using separate sprites for the weapons, it's a common technique, and it's practically the best one for dealing with many weapons.

  • What the... Since when did the "*Something* of Destiny" title with a Mega Man ZX level become popular all of a sudden?

    WHAT HAVE I STARTED?!

    But, seriously, what Deadeye said. And, yeah, if you wanna make a Sonic game in Construct, don't use the platform behavior, wait for Sonic Construct Worlds to be finished, or just, well, make your own Sonic-like movement.

  • Of course, you can do a lot more without having to bother with a lot of that stuff by using Linkman's camera plugin. It's awesome.

    Also, that's some sweet music! I might consider asking for some tunes, if I need it.

  • Oh, bloody 'ell, the link's wrong. My bad.

    Also, I uploaded a zip with sound files as an alternate link, if you don't mind linking the files and a few extra megs for download.

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  • New .cap uploaded. Click the link in the original post for the updated cap.

    • Skidding implemented, as well as a turning animation function for "normal mode". Not quite perfect, but it's getting there.
    • Spin-dash and rolling implemented. Also imperfect, for example, spin-dash release is too slow at the moment. Might consider using TimeDelta as part of the functionality.
    • Separated code for the skins into their own specific Event Sheets. I also might consider doing the same for actions. It would probably be better that way.
  • Ah, I suppose I just wing it for the most part, but for Aria of Destiny, which is exploration-based, I make a grid-map out of Dungeons and Dragons grid paper, scan it in, and use it as the base for the map. I might try and replicate that technique digitally, but...

    Everything else, I simply wing it.

  • GENTLEMEN.

    The cap has been updated.

    • Turning bug fixed
    • Basic, common actions implemented (Idle, Walking, Running, jumping, Standing Up, Crouching)

    Click the link in the original post for the updated cap.

  • Deadeye, Quazi, have I mentioned how much I love you both? Both solutions work perfectly. Though, I'm gonna go with Quazi's, since it does the same thing as Deadeye's and also requires the same sort of work needed for stuff like shooting and stuff, though hot-spots are automatically flipped from what I can see, so that'll be simple anyway. Thank you!

  • Oh, lovely, merely trying to change directions through events is a chore.

    http://dl.dropbox.com/u/919275/SCW.cap

    On a slope, changing from right to left results in... Upside down. To say the least, this'll be tricky.

    Also, who wants to have a stab at simplifying the events? Doppel reckons it could.

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Candescence

Member since 6 Dec, 2008

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