Cloud_GL's Recent Forum Activity

  • Hi, I have been wondering on how to make one of those very old-school racing games like Sega's Outrun, so far I haven't found anything similar on these forums so if anyone has an idea on how to make it I would be pleased to hear it ^^

    Here I upload a file where I use a trick I saw somewhere in the forums, this could help a little to make the ground, there are 6 layers tough, 5 of them have a sprite with the magnify effect on it, only one should be needed (maybe the one of layer 5).

    http://sites.google.com/site/bgeatelier ... ects=0&d=1

    The problem is that animating the altitude of the street this way would mean complex terrain animation, but makes simpler the animation of the colored background (simply scrolling up and down the background layer), I guess...

    Also, I'm pretty sure this is not the right way to do it...

    Besides that there is also the curves issue, where I also don't know how to do it, besides making a lot of frames.

    Here is a link to a site where someone explain this effect with code, but I don't have a single clue on how to use this info on Construct.

    http://www.gorenfeld.net/lou/pseudo/

  • http://sites.google.com/site/bgeatelier ... ects=0&d=1

    Here I optimized the code a lot, now there are 2 event sheets less, because I managed to merge the normal animations sheets with their respective shooting animations sheets. Thus cleaning the code a lot.

    Also now you can CHARGE the bullet with the 3 normal levels of megaman buster.

    I find this demo is pretty much finished, the only missing stuff are mostly:

    -damage and GUI

    -climbing ladders and doors

    -enemies

    -sound

    -particles and other effects

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  • [quote:2q1yggdv]So it doesn't really matter, thats cool, on other engines scaling things on the engine means that not only the size but the movements as well get scaled, haven't tested very well Construct to tell the truth so I can't say.

    Confirmed it works!

    Here is a newer cap, with the movements a bit more polished and a little more interesting to see stage.

    http://sites.google.com/site/bgeatelier ... ects=0&d=1

    Links are updated!

  • [quote:3q39ih47]ut if you wish you can use the handles in Construct

    So it doesn't really matter, thats cool, on other engines scaling things on the engine means that not only the size but the movements as well get scaled, haven't tested very well Construct to tell the truth so I can't say.

    [quote:3q39ih47]but you have to change the Sampling in the Application settings to "Point" that way it keeps the pixalated look.

    Yes I'm using it, I guess the only situation where you use the other mode is when working with high resolution graphics

    Thanks for trying it out ^^

  • <img src="http://lh5.ggpht.com/_4CponSgbSCo/TBXC3_r4wNI/AAAAAAAAAGM/jvjJLfAFlqM/Image1.jpg">

    http://sites.google.com/site/bgeatelier ... ects=0&d=1

    Hi, recently I've started to play around with Construct and it's pretty cool, here I upload a Megaman X clone I've been wanting to do for a while, but never found a good/easy enough 2D engine for it.

    The events are commented if anyone find usefull the file I'm uploading.

    Also I have a few questions:

    -I've seen some games that are very low resolution but in big screen size, how to do that? Megaman look way too small! In the platform school it was achieved literally with graphics that were upscaled 2x in an external program (or at least that's what I think).

    -On the same stuff, It seems that I can upscale the sprites internally using the handles, is that a good idea or better is to upscale the image on a graphic program and then re-import?

    -About the events setup, I'm not very sure if they are efficient the way I made them, but seem to work correctly, are they okay or too buggy? (By the way I still haven't "calibrated" the character because of the small size, so expect moon-like jumps mixed with short jumps.

    Thanks.

  • That's a nice example of use Daiz! It will be helpfull ^^

    But returning to the main issue, I also liked a lot drawing the tiles, (years ago I used to play a lot with RPG Maker, it had a wonderful tile system despite all else), but what about instead of including such a mode/feature, just import a tiled map from another software, like Tiled.

    Here is the link:

    http://www.mapeditor.org/

    As far as I know, what it does is enable you to load a tileset, and when finished drawing, it export to a usable (?) formats, maybe just importing this format and the tileset would be more than enough, I'm just saying.

  • Hi Inkbot, thanks for the fast reply, it helped me a lot!

    Now I get why the jumping animation didn't work, and it also helped me solve the "inwall" animation too, the "falling" animation overlapped the "inWall", so I solved it adding a private variable that conditioned witch one to play.

    I didn't know what "on control pressed" mean, but testing it showed that you were totally right! Adding to that the set "horizontal speed" action made the game feel really Megamanesque!

    If anywone else is interested in the final result here it is, check out the file:

    http://sites.google.com/site/bgeatelier ... ects=0&d=1

  • Hi, I'm new to Construct, and I'm trying to make a Megaman X clone, starting by following the Platform school and some videos on youtube but I kind of stepped on something very annoying:

    Following this video:

    Subscribe to Construct videos now

    I managed to get the jumping animation for the character correctly, but for some reason if I try to do it following the Platform school tutorial, Construct will simply load 1 random frame of the jumping animation (it also happens for other animation besides walking and being idle).

    Here I upload the file following the video and the other one respectivelly.

    http://sites.google.com/site/bgeatelier ... ects=0&d=1

    http://sites.google.com/site/bgeatelier ... ects=0&d=1

    Also I wanted to ask, in the second file I'm trying to achieve a wall jump, but the character simply jumps upward, witch is logic, but I want to force the jump out of the wall (a diagonal jump) in order to:

    1: stop the character from floating all the way up.

    2: making the wall climbing more "Megamanesque".

    Thanks.

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Cloud_GL

Member since 9 Jun, 2010

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