toralord's Recent Forum Activity

  • I believe the SF2HD guys didn't use bones to preserve the original look, that's why it was so expensive (and why no one would consider KOF HD).

    What are you talking about SNK is coming out with A new HD King Of The Fighter.

    The King of Fighters XII in July 16, 2009.

    Yes It will take time to make a HD 2d game But it won't take longer then A 3d game.

    Maybe a year and a half to to two year to make. SNK Said that each character took between sixteen and seventeen months to be done by 10 designers for KOF XII. There will be 20 characters In the game. So. SoldjahBoy you were right about there having a team of 200 people to make a HD game.

  • well If it was "boxy pixels" art it wouldn't be high definition now, would it?

  • I got this before I got construct and I most say has down construct is bester.

    It has some great features but it also has a it limits.

    One reason why I stop using it is because:

    You can make hills or slops so, no sonic game.

    You can't make turn based game so, no Final Fantasy.

    You can't make Turn Based Strategy game so, no fire Emblem.

    And It cost $108.

    Construct is free.

    Construct Wins!!!!!!!!!!!!!!

  • You guys got to see this person's site.

    It will blow your mind .

    http://orioto.deviantart.com/

    If these were real games I would with out a doubt buy them.

    This game companies should make more games that look like these pictures.

  • I see a problem in your last tutorial. when you press the left arrow key and the speed up key

    ("X key") to make the player go faster the player can't jump. But It works fine when press the right arrow key and the speed up key ("X key").

  • The person who was leading the project has left. Most of the time when things like this happen the project just dies.

  • I got the collision between the player and the wall up to a point of satisfaction.

    I had to us a lot of variables to get it to work right.

    Now I am moving on to how the player will interacts with the enemy and other objects.

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  • Player hitting the enemy when there at same Y position I know how to do it.

    It's just jumping passed walls but, not walking passed them I cant seem to figure out.

    I kind of got way to do it now but it keep the player bouncing back which I don't want to happen.

    I hope they add "Pass Through Solid" or "Turning On/Off Solid" feature in the event Sheet editor.That would make this a lot easier.

  • I was thing that to but when you attack It the it is the character that make the collisions. not the shadow.

  • Okay, I tweaked the Jumping system and got it to where I wanted it to be.

    Now I am moving on to how the player will interact with the stage.

    Right away I ran into a problem with collisions between the player and walls.

    I looked for answers to my problem in the forums but didn't find anything of use.

    So here is my problem. When my player walks up to a certain point ("which is a wall") I don't want the payer to pass it. But I still want the player to jump past that point.

    Here I got to Pictures From the game Streets Of Rage 2 to show what I am talking about.

    <img src="http://i25.photobucket.com/albums/c87/TheLastTora/StreetsOfRagePictureExample1.png">

    <img src="http://i25.photobucket.com/albums/c87/TheLastTora/StreetsOfRagePictureExample2.png">

    The black line In the pictures show the point where the player ("Skate") can't pass through when walking but, when the player jumps he is clearly passing the line.

    Dose anyone have a clue as to how to do this.

  • It would be nice to have a "Add frame" and a "Name Animation" features in the Picture Editor Its self. I find it to slow to do it the current way.

  • PixelRebirth I see that you took out of the Event Sheet Editor all the shadow bottom sprite (which was the point origin that the player was to go to) but, when you did that the the jump gets messed up somewhat. Let me explain, If you were to move the player to the bottom of the screen and jump when you landed the player would get stuck at that bottom and would not be able to move.

    It would only be able to jump. I had that same problem that why I put the shadow bottom sprite in to keep that from happening.

    so, when the player is falling event you took out "spirte overlops shadow bottom" event line

    and put in "sprite: Y reater or equal sprite.value ('lastY')" event line this caused jump to mess up when the player at the bottom.

    I also saw that you fix My second problem of the shadow movement. Thank, I tried doing it that way but I couldn't get it to work. And you also got the player to stay facing the same way when jumping so, thank again for that.

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toralord

Member since 28 Apr, 2009

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