greyspot's Recent Forum Activity

  • Wow! Very cool! I wouldn't have thought of this! I may have to steal this for a project some day :D

    Thanks for contributing!

  • Oh wow, haha, well, I'm using the built in platform behaviour, and I really need to get the movement speed, jumping, and sliding right, any suggestions on numbers for those?

    I'm using platform behavior as well. These are as accurate as I could get it. Of course, I handle acceleration with events because there is not option to instantly accelerate with the platform behavior. Which is strange, because I figure that would be a commonly used thing. Unless you want to do everything manually with custom movement (way too much work!), tweaking the platform behavior via events is the way to go. Here are the base values I used. With these settings, he jumps the correct height, moves at the correct speed, and I think falls at the correct speed.

    <img src="http://dl.dropbox.com/u/5530592/SS-2011.06.17-23.13.37.png">

  • The FPS dependent gravity and velocity glitches have been there for a while. And the reason things fall faster in the new version is because the scale of the numbers has been changed. There is a checkbox in the physics properties on the object to use the "legacy physics numbers." That will keep everything the same as it was before.

  • brent

    That's pretty much all I've done was work on the feel of the controls, and it was a pain in the rear! I plan to scrap that and redo it to make it a little more flexible because, at this point, interacting with moving platforms, ice floors, certain kinds of weapons, and anything else that alters my movement is going to be a nightmare to implement with how I currently have things set up. Honestly, the events sheet is a complete mess and doesn't allow for a whole lot of extras without changing a ton of the basic movement events. I left off on the file for a week, and when I came back I couldn't remember what half of the actions did or why I needed them in the first place. I should take better notes :D

  • That's the hardest part about making a fan game: getting it to feel just like the original. You can throw a platformer together in a few minutes with the right sprites but it just won't feel the same. The code is absolutely sloppy, as I was new to Construct when I started the project and haven't bothered to fix anything. I just piled onto the mess! That is why I don't feel good about releasing the cap at this point, but you can take a peek at my progress so far and tell me what you think. Most of the basics are there. What makes a fan game so hard are the little details in the controls. Megaman's little dance step (you know, his one pixel step) was a KILLER to figure out, as well as accurate sliding mechanics (cancelling when you turn, when to get up, etc.)! What I did to calibrate things just right was to record myself doing various actions in an emulator and play it while trying to re-perform those actions in my game side-by-side, making adjustments accordingly.

    The engine by SuperV is pretty neat, I just wish I knew about it when I started this project, although it lacks in a few areas. If I ever get around to a rewrite, I will surely post it here, but like I said, I just don't feel good about posting a cap that looks like a 3 year old wrote.

    Anyways, as best as I could get it for now...

    Numpad + and - to add or subtract health.

    Jump and shoot (blanks) with Z and X

    Click to make an energy pellet. Included the "time stop as your meter goes up" thing.

    F1-F3 for resize.

    http://dl.dropbox.com/u/5530592/Megaman%20Movement%20Demo.exe

    Anyways, ask if you have questions about anything specific. I probably didn't do some things right, and most things inefficiently, but it's there!

  • I think it's a bug in the physics plugin. In a project I'm working on, I have several objects shooting from a "canon." As the FPS drops, the objects shoot out faster and faster. This is pretty much crippling my project, as I cannot rely on consistent results, especially if someone has a weaker computer than mine that slows down more.

  • More than likely libnoise.dll is not in the Construct directory.

    What, you expected me to actually read that obscurely named "readme" file? How was I supposed to know to do that!

    Silly me :D

    Since this requires a dll and the old perlin plugin does not, if all I need is simple perlin, then the old plugin is the way to go, I assume.

    -----EDIT-----

    Spoke too soon. Opening the tutorial file, running the cap gave me "elevatioin: 0" and the arrow keys did nothing. Clicking on the Noise object crashes Construct outright every time.

    Odd.

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  • Folders are mainly for organizing your objects. Instead of having an insanely long list of objects for a large project, you have folders for obstacles, enemies, items, etc. There aren't any functions to affect folders like "destroy objects in folder x." It's just for your convenience, and sanity.

  • I love the idea for the sticky! I just hope it stays updated :D

    Also, my "Perfect 1:1 Window Scaling - Retro/Pixel Game Must-Have" example is now obsolete, thanks to the awesome work done on Construct Classic R1-2. You can leave it for archiving sake if you like, but mark it obsolete or remove it completely for the sake of confusion.

  • Very simple, very cool :D

  • Odd, I added the plugin to my Plugins folder as usual, now when Construct starts, it complains about your plugin

    Error loading C:\Program Files\Scirra\Construct Classic\Plugins\Noise.csx (126) - this plugin may not be available![/code:3191jbw8]
    
    Using Construct R1-2
  • I didn't mean that it wouldn't eventually have an exe export plugin, but that the focus has shifted away from desktop applications to be more web based. I think it should be the other way around, but that's just my personal opinion. I just hate that executables is now an afterthought, and now all of the plugins and examples that have been made by the community for Construct are effectively trash, seeing as 0.X won't be getting a whole lot of attention any more.

    Kind of disappointed when I read the article for the 2.0 release on the direction the Construct Team is going with the program, but it's still early in development, so we will wait and see what happens.

    Wow, we got a bit off topic :D Anyways...

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greyspot

Member since 6 Feb, 2010

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