bodzio stawski's Recent Forum Activity

  • No no, great sorry, I mean .csx file, of course. They can be found in Plugins folder. But "Toon" looks very interesting too.

  • Maybe because of file format of this file... I admit that I missed this link, but even now I can't handle it. Could this be transformed somehow into .cpx file?

  • I agree. Some of us haven't seen yet this add-on, and are still very curious ;)

  • You're right! Deleting the .persist file solved the problem, and now editor windows are visible. This issue looks quite simply, but I probably did not get a solution for it myself. So thanks a lot for help!

  • Sorry, I owe you an apology. By word "run" I mean only making:

    "File -> Open -> ,,, "

    ...not "Run all" or "Run layout". I can't open project and see it at all, and that's the problem...

  • Hello, users

    I have a problem with opening my game project in Construct Classic. It has started when I lost some of my data on PC and I had to install CC again, with plugins downloaded by me earlier. After that, I could run almost all of my game projects. Unfortunately, the one, after selecting in Construct, began to load ("loading aplication, and green strip below...", and nothing more - at the end of the game does not appear...

    I supposed that I didn't install all of plugins which I had before Construct reinstall, but I downloaded all which I remembered, and some another also.

    Is there a way to force this lock, or maybe check, which plugins are used by right this game?

    Greetings

    Chris

  • - Thanks!

    crowtongue - you're right about weapons. I think that weapons were available f/ ex. in Little Fighter series, but they were more popular in beat'em up genre than in the classical fighting games. This was the only known for me example of the genre, because weapons were usually available in the beat'em up. In fact, LF2 is classificated as the beat em up, but it has no any kind of plot/story, as in Double Dragon, where we have to rescue someone. However, I planned to make (maybe the easiest in the world) a combat system to be able to rely on it in making games in the future in the beat'em up genre, cause I must admit that Tt's my favourite genre :]. So sooner or later I'll have to handle this.

    About dodging, I think it's the biggest thing to solve. Defending using dodging is required, but rival must also be able to defend. He can't still standing in front of our player as a pillar of salt. For this I have a contingency plan, we'll see how this thing, plus dodging, to will be solved.

    I apologize for my late reply - a little lull in creating...

  • Hi, crowtongue, thanks for reply! It's a nice feeling that you can feel someone's support :]

    I must admit that I had a thought yesterday before going to sleep, but to secretly leave for a while idea to making new characters, and try again to improve fighting mechanism. Some of your suggestions I had already, and your another ideas are new for me, but I think there are issues which I should consider.

    1) AI: It's nice to see that there is a red rival who will walking in direction of you, trying to knock down you using blows and sometimes using fly kick. Maybe it has a charm, but it's easy to outwit him (too easy). As you saw in the game, red fighter, after knocking down a white character using series of his blows, begans to retreat until our white fighter doesn't stand up. Now I think that red should retreating also in another situation:

    -sometimes after making or receiving blows, so when in close contact with white warrior. This implies that rival will not only walking in our direction, and then stay and attack us as long as we will knock him down to the ground. So rival could become more mobile, which would force us to chase after him.

    2) Background with active objects - yes, this background has little to do with the backyard climate. I drew it beacause I couldn't stand the previous background, and the new picture was made at hoc. I planned to make backgrounds showing such dirty street alleys, backyards of dangerous housing estates, maybe downtowns, etc. But this requires an appropriate approach and a sizeable amount of work, so I decided to leave this issue for later.

    Weapons are for sure a great idea, but I'm not sure if I'm able to meet this challenge. Personally, I haven't seen weapons in the classic brawlers, excepting Little Fighter 2, but in that game this solution has worked fine. But look: it often needs additional graphic sprites of characters (for example: picking up wapons, throw, using for blow (if it's f.ex. baseball bat), lifting over head (if it's wooden box or heavy stone etc.), making action events for it, so it costs much more of work and time. I would like to do it for making BF more attractive, but I'm not sure whether it will succeed.

    3) Track stats is a feature which was necessary for a long time. Actually we can beat our rival, and that's all. It will be good if the player could play with a view to stats. I thought about the stats system, which for example could reward for using a variety of fighting techniques unlike to standing in one place and use only fists... because it's the most convenient method... For now I'm still thinking about it, let's see what will come of it :]

    4) I think blocking is the most important thing which is missing in the game. And you're right - standard block button isn't a best idea. Remember when you said about "true test of a fighting game, which is if I can beat the game by standing in one spot and continuously punching"? I think standard block would cause something like that problem will be appearing. If we will be able to use one key for blocking, the game could look like that:

    1-I'm blocking when rival is punching

    2-I'm waiting until he stops

    3-I'm attacking now

    4-I'm blocking when rival is punching

    5-I'm waiting until he stops

    6-I'm attacking now

    etc...

    I think your idea about timing and dodging punches can be a good way, but I want you to write something more about it, because I can't get it at all :)

    Once again, thanks for posting, and many ideas, I'm glad to read your opinions ;-]

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  • ........................................

    Backyard Fighter v. 2.0

    ........................................

    Hi! I put a new version of Backyard Fighter. A link to video of this release was posted last week, but it's still available below:

    youtube.com/watch

    If until now you didn't know this game, you have an opportunity to see it right now, and if you want, you can watch the movie first to make sure you'll not "buying a pig in a poke" :-]

    What's new in this release?

    -Now we have a full interactive menu, so not only "start" option will work

    -I think I removed all the errors that appear in the game (and certainly those that made it impossible to continue the game), like: punching when he's flying, unusual red's speed, red can't knock to the ground after punch when he's walking etc.

    -I've changed background, (It's also too simple, but I think it looks better than the first one)

    -Unactive Space bar ;]

    And unfortunately that's all. I spent too much time for trouble shooting, so I have an impression that this project didn't move forward. Although I began preliminary sketches of new (additional) characters, but the way to finishing and implementing of them is still long. Neverthless, this is what I would like to announce for next version of this game - 0.3

    DOWNLOAD Backyard Fighter v. 0.2

    mediafire.com

  • youtube.com/watch

    This is a test of fighting engine in Backyard Fighter.

    As you know (comparing with v. 0.1), menu is now more functional, but I spend the most time on finding and removing some bugs. Now it;s better, but some bugs are still visible.

    Version 0.1 is now on the forum, and 0.2 will be available this weekend :)

  • It's good that you are taking new challenges. I believe it gives you pleasure, which will result in the final result of your game development! Looking forward to test your game!

  • sirLobito I wonder why you decided to make so wide screen. It seems to me that because perhaps the there will be a lot of chases in the game, but that's just conjecture.

    Is that really your first pixelart-based project? Looks really great, so I don't believe you <img src="smileys/smiley4.gif" border="0" align="middle" />

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bodzio stawski

Member since 9 Apr, 2012

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