Hasuak's Recent Forum Activity

  • Maybe make the water sprite under the mine have more opacity? It desaturates the water because its saturation might not be the same with the water texture underneath it.

  • Jesus Christ stop posting so many times, learn to edit. We aren't your personal helper gnomes. Just sit down and wait until someone helps you. This doesn't even seem as urgent as you make it to be.

  • Add Turret behavior for the bullets and set the target as whatever the bullet should chase. If you don't know how to use the Turret behavior, there's a tutorial for it in the C2 documentary.

    You could also do it by storing the target's UID into a variable within the bullet and then change the bullet's direction every tic, but that's a bit complex to make. I'd recommend going with the turret method.

  • Try to make a variable that constantly counts the enemy's distance to player. Then make the enemy act differently depending on the distance. Usually in beat em ups enemies act defensive and stay away if you're far away. That way they give you the impression of being surrounded while others are trying to attack you. Also a limited amount of aggroing enemies is a must for a balanced game, at least in most scenarios. Make a variable that sets the limit and then randomly make enemies go aggro or back off while keeping the limit in check. Make it so that all enemies can aggro, but have less chance of doing so if they're far away. It gives the game a logical pattern while keeping it dynamic and unpredicatable. There can be some enemies that won't follow these rules, usually bosses or other special heavy hitters. Take for instance the ninjas in Streets of Rage almost constantly aggro you and if they aren't coming to attack you, they'd throw projectiles from distance while staying away from your attack range.

    That's pretty much the logic. Making it work requires lots of testing and fine tuning. It all comes down to assloads of variables, randomly called events/functions and well positioned hitboxes. Leave the eye-candy for last. It'll just confuse the whole process of creating the technical stuff.

  • There's a Z Order Bar you can access from the View tab. You can choose any object from the scene from there. I don't know if there's any other way to pick objects from under each other.

  • Try making another sprite that acts as the actual controller for the player and pin the animation sprite to it and don't forget to make the controller invisible. Also, am I right to assume that you used Ryu's walking animation as a reference? The fluid movement and size of his feet is very similar to Ryu in Third Strike

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  • lolpaca That's the easiest solution for sure. In my beat em up game I wanted to make that you could punch slightly before the animation was finished so it would look smoother. I made a variable "AttackBusy" that was changed to 1 when you attacked and back to 0 on the final frames of the attack animation. You could only press the attack button or move when AttackBusy was 0. Basically this let the character attack with his weapon again without first putting it back in its seath or going into standing pose.

  • If you're using On Collision, maybe try Trigger Only Once with it? I don't remember if that's possible, but triggering stuff only once always saves performance.

    heh, "ass_destroyer"

  • You could also try posting a picture of the events for your controls and animations. That would clear things up.

  • Weeelp, what can't C2 do? Thanks rexrainbow, I'll be sure to check that out soon!

  • Hey, learn to edit your posts. Nobody like a double post, not to mention triple posts.

  • How do I change the horizontal alignment of a text through an event? There doesn't seem to be any events available for this. I have a text object for dialogue boxes, but I want to change if the text is drawn from the left or in the center of the object depending on the line.

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Hasuak

Member since 16 Jul, 2010

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