L5j's Recent Forum Activity

  • What's the best way to go about implementing animated high res art into construct 2? In construct classic the bone movement was ideal, but I'm not sure the best approach in C2.

    Would using bone movement in an outside program and exporting it into .png images be too much? as far as vram and optimization goes?

  • This is awesome, its cool how you can switch to your teammates and they all have different behaving guns. If there were some objectives,levels,powerups, or different enemies it would feel more like a game.

  • I know this isn't an option, and isn't a priority, but I just wanted to throw out there

    that construct is perfect for someone like me, who is better on the art side of things than coding. The bone movement from classic was wonderful, because it brought my art alive with easy animation and minimal Vram usage. It really attracted me to construct in the first place.

  • I would love a tutorial on the AI for a beat em up a la streets of rage. Something that makes enemies move to the same plane as the players, keep a distance and attack periodically

  • Maybe a simple name change would help. Not from Construct, just getting rid of the 2. C2 doesn't feel like a follow up to C1, it seems more like a 1.5 "upgrade" to the UI and a 0.1 "reverse-grade" to the run-time.

    Granted, if there truly IS exe export with shaders and all, then it makes more sense to call it Construct 2, it's just that we are a ways off from that point.

    I've gone back to MMF2 until EXE shows up, as while I like HTML5 as a feature, I don't much care for it as a focus. Still like Construct a lot, and will hopefully be using C2 someday.

    Construct 2 doesn't need a name change, I think the whole "Pre-Alpha" tag does a great job explaining to users that this program is in the very early stages of development. Imagine when they first started filming The Godfather II, if somebody on the set kept saying "well technically, we should really refer to this movie as The Godfather 1.5 until it's finished."

    As far as going back to MMF2 until there is EXE support , even if they added an EXE port tomorrow, I assume you would still use MMF2. You can't really create a game with C2 yet..

    Construct 1 was my favorite game development tool, with that said, it needed to be shelved to start something new and fresh for a long time now. Having no portability, an optional Directx update required, and various bugs might sound like minor hindrances, but to the average indie developer who needs his game to be accessible as possible they are almost complete deal breakers.

    Construct 2 seems to be coming along nicely and faster than expected. With the ease of testing Construct 2 games being as simple as clicking a link, I feel as if I've almost tested more C2 games in one month than I have C1 in all its years.

  • pretty fun game you got going on here, I like the art style its cartoony and cool.

    The gameplay would have benefited from maybe some powerups,new guns, health packs, and other various pickups. Also the levels that scroll horizontally feel a lot more normal than the levels where you have to fight enemies above and below you.

    I love the different types of enemies tho, the dog breathing fire totally caught me off guard t he first time and destroyed me

  • Really awesome little game, the design and effects are sharp. Would work well as an online flash game with a high score list or something

  • Some old friends

    really amazing

  • To spawn the cheese at random locations, just set the X and Y to random.

    might have to make this my signature

  • Really amazing plugin. The zoom to fit really opens up another whole dimension of ease to use with construct.

    I'm also trying to figure out limitations on the zoom, for both out and in. These can possibly be done with events but I'm still working my way through the plugin.

  • I'm toying with the same thing man and the AI is a bitch lol this is how far I got (needs xbox controller)

    http://dl.dropbox.com/u/3317708/HAHA.exe

    Got a .cap here too:

    http://dl.dropbox.com/u/3317708/HAHAHA.cap

    If you plan on continuing to work on this maybe we can help one another

    http://www.scirra.com/forum/viewtopic.php?f=8&t=6532

    This is the best thread on doing beat em ups.

    Yeah, that is a great tutorial. I'm actually looking for help on the enemy AI for an 8 direction beat em up. For instance what is the best behavior to use and how would I go about making the AI position itself parallel to you. With 4 players it becomes even more confusing, I was just looking for suggestions to get me on the right foot. Something like the old arcade beat em ups, streets of rage or something more modern like castle crashers

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  • I want to incorporate some beat em up elements into my game, and I was looking for some advice. Any suggestions or insight at all will be very useful.

    Which behavior if any do you think would work best for the enemy AI? (right now Im using the RTS movment)

    I am using the 8 direction movement for the players, how difficult is it to add jumping and gravity to the behavior?

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L5j

Member since 12 Dec, 2009

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