Tokinsom's Recent Forum Activity

  • spriters-resource.com/nes/mm6/sheet/36587

    All of the charge / weapon palettes are near the bottom. You'll have to recolor the main sheet yourself, but it should only take a minute if you have a color replace tool.

  • New Condition > System > Compare 2 values > Object.Platform.VectorX

  • NES Megaman, which uses palette shifting. MMX's charge can be done with a single mask. Guess you can do that here but it would look weird.

  • No like, make 2 alternate Megaman objects (fully animated) that have the alternate palettes for the charge effect. Then, when charging, have a value that loops through 1-3. When it's 1, make the normal mask visible and the others invisible. When it's 2, make the first charge mask visible and the others invisible, and so on.

    Each one of these masks will be set to Megaman's "base" or "collision mask" object and have/use the exact same animations.

    Problem is, Megaman typically has 8 weapons in end, with different palettes to go with them. Those on top of the default palette equals 27 unique, fully-animated Megaman objects if you use this work-around. So again, I highly suggest you don't waste your time with it and just wait until a color-replace shader and some equivalent to the image manipulator plugin are added, because this isn't really possible without them.

  • Megaman doesn't have charging sprites; the effect is achieved by palette shifting, which you can't currently do in C2.

    Until then, you can have 3 different Megaman masks, each with a different palette, and swap between the 3 for a charging effect. I wouldn't recommend it though, since you'll need 3 masks for each weapon.

  • Err that's about as simple as it gets. It'll take 2 minutes!

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  • Drag and drop them in to your layout to create 1 sprite object with all 25 images. Set the animation speed to 0. Then go back to the layout, make 24 duplicates, and change the initial frame in the objects' properties.

  • lol the 90's.

  • how did ya do the sprites

    I didn't actually make any of the sprites aside from the particle effects, birds in the background, etc. I just help animate when Jerom or Beta are busy with other stuff.

    I use Graphics Gale though, and Betatronic uses Photoshop. I'm actually not sure what Jerom uses, but he's really good with it!

  • Before you can add mouse conditions and such, you have to add the mouse object to a layout.

    About the Javascript, I'm not sure. I think there's a plugin for that actually. Just do a quick search around the plugins forum for it!

    Here are the differences between the free and paid versions.

  • Well you can always have a 'cursor' or 'pencil' that creates static duplicates of itself every tick / few milliseconds as it moves, creating a "line". You can then use lerp(),qarp(),or cubic() to move the pencil how you want.

    Maybe not the best idea but if you insist on not using plugins there ya go :P

  • Pausing

    Set the time scale to 0 and the game will come to a halt, since game-time is frozen. However, the framerate is not affected, and events continue to run. This can allow you to control a pause-menu or allow other commands to be carried out while the game is paused.

    More on time scaling here.

    Basically, yes, deactivate certain groups when pausing!

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Tokinsom

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