Candescence's Recent Forum Activity

  • <img src="http://img26.imageshack.us/img26/535/cronoslashscreenfa8.png">

    Re-did Crono's slash, now it's more close-combat rather than an energy slash. (Yes, the hotspot is off, shut up.)

    Okay, ADVERTISMENT MODE GO! I am looking for someone or two to help out with the sprites and animations. Both of these take up too much of my time that I could be using programming the actual game. If someone could help out, it would be much, much appreciated!

    And HERE COMES A NEW CHALLENGER:

    <img src="http://img26.imageshack.us/img26/6074/bassscreenay1.png">

    The sixth character, Bass! (No, he doesn't have a mugshot on the HUD, I haven't fully finished him yet.)

  • SWEEEEEEEEEET. This could be awesome for procedural walking animations! I wonder, if a beahavior is made based on this, you can adjust it to make custom walk cycles. I wonder if you can do something similar for movement on the rest of the body?

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  • Yeah, they're sin movement.

    [quote:2jht58yg]One time I spawned with Julius Belmont inside the walls in the sonic level.

    Btw press S on you become SONIC himself.

    You must have been lagging, methinks... As for the S key, that's a debug key I forgot to remove. XD I'll remove it when I get the time.

    [quote:2jht58yg]Ah, and I don't think Belmont should be moving while he's attacking with the whip.

    Well, I'll see what I can do about that.

  • IIIIITTTTTTTTTTSSSSSSS BACK, BABY!

    <img src="http://img4.imageshack.us/img4/8025/ariatitlescreenscreendi5.png">

    <img src="http://img4.imageshack.us/img4/2047/ariascreen1ol4.png">

    <img src="http://img4.imageshack.us/img4/200/ariascreen2ba8.png">

    It's been a while since I've posted the status of this game, but it's been going swell! Some of you guys who have been helping me while we were hanging out in the chat, thanks to all of you - I have an official demo ready, and though Wario and Crono aren't playable in the demo, they're working perfectly.

    Subscribe to Construct videos now

    The demo!

    Here's the readme:

    HOW TO PLAY:

    This is a Metroidvania, a platforming game which only limits you to your character's abilities - exploration is not only possible, but reccomended!

    AREAS:

    • Forest
    • Marble Zone
    • Hideout

    There is supposed to be the city of Phantastie in-between MZ and the Hideout, but that hasn't been done yet.

    CONTROLS:

    Movement: Arrow Keys

    Jump: Shift

    Attack: Control

    Sub-attack: Control + Up

    Fall through platforms: Down +Jump

    Crouch: Down

    Use portal/Save Point/Talk: Up

    Cutscene progression: Shift

    CHARACTERS:

    Ashe - uses a pistol

    Julius - uses a whip

    Sonic - can jump into enemies to attack (control on its own is his sub-attack button)

    Wario and Crono aren't playable in this demo.

    KNOWN PROBLEMS (I'm not perfect, ya know.):

    • Crash going Forest -> Marble Zone -> Forest -> Marble Zone
    • Crash going from Hideout -> Marble Zone
  • SWEEEEET. Finally, the reverse direction doesn't slide! Though, I did find a rather annoying bug that crashes Construct when two event sheets are opened...

  • Okay, now that you mention it, and I tried it for myself... Good point. It would still be pretty neat, though.

  • What I basically mean, is a sprite leaving behind tinted "copies" of itself. It's a pretty damn cool effect. This vid is filled with this:

    To do this in Construct now would require extra objects and events, but if it was added as an actual feature, users could easily set the effect to particular animations and with different settings for each one. From what I can see, there's three ways this can be applied:

    1. The character leaves the copies behind as he/she moves, and they disappear.

    2. The copies follow the character closely behind, and then rejoin up with him/her when the animation is finished.

    3. It could also be used to created a copy larger than the character, as an "aura" of sorts,

    and Gouken does a variant of this in the earlier vid.

    So, good idea, or no?

  • Haha, yeah, I proof-read it. Looking good!

  • AWESOME! Now I get it. Thanks a lot!

  • Yay! Now I just gotta figure out how the heck to get the timeline object working...

  • I think you misinterpreted what I meant. Deadeye knows what the heck I mean, now. If you want to see the effect I'm talking about, here's a cap that Deadeye made:

    http://willhostforfood.com/files3/6094689/sliding.cap

    Now, when playing, get a good run-up, find a good stopping point, and then do two tests. For the first test, let go of the keys, the player should stop fairly quickly. For the second test, instead of letting go of the keys, quickly switch to pressing down on the opposite movement key. The character will slide much further.

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Candescence

Member since 6 Dec, 2008

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