damainman's Recent Forum Activity

  • Like the title says. Working on an engine for another member. The other is more advanced at the moment but I've tossed this together a few nights ago. The other engine is capable of more at than this at the moment but I'm more worried about how computers that aren't mine are going to handle this!

    So this is a background only but playable with fire button (X) tech demo to show that it's working. I need some feed back on how well it's working on other machines. Also going to test it on my pads and phones (not playable but will run).

    So as usual thanks in advance for helping out and here is the link!

    Not the floor isn't a giant mode7 tile but mode7 was used to get the sprite skew effect :O

    *This is all thanks to that tutorial that was posted - I could do everything but get the angles right due to my designer level math skills!!! ;)

    Cheers!!

    LINK TO TECH DEMO!!

  • velcroJoe Thanks! I think I'll be picking this back up again very soon. The ideas I had for the winter levels need to get out of my head so I can concentrate on my other project so I think there will be a new up date in the next few weeks. I was going to switch to C2 for the project but I think I'll keep it CC as I like the over all feel of it better.

    There is a c2 version which is almost on par with the cc version and I've recently been working with another dev and have the space harrier style level working but I like the way it looks in c2 better still.

    There is going to be a tobogganing part in the game and I want it to look as awesome as I can make it!

  • OrangeTapioca Better to be safe than sorry! Although stage 2 should be pretty tight, stage 3 was so open it could have problems in a million places. Stages 4-6 are tight though.

    Some screen shots from latest beta:

    Stage 4

    <img src="http://designchris.com/ibbeta/level4.png" border="0" />

    Stage 5

    <img src="http://designchris.com/ibbeta/level5.png" border="0" />

    Stage 6

    <img src="http://designchris.com/ibbeta/level6.png" border="0" />

    Chris

  • Zero6 OrangeTapioca

    Just attempted bug fixing and fixed font and image in intro bg. The bug for the invincible enemy is strange - it effects the first one on screen only. Though it's more than likely the last one you attack, because of the way the zoom works to get the nes res, that enemy is technically on the screen at 320x240. Not sure why he is invincible but I've fixed the issue.

    Being a total tool I've been using the hidden player controller sprite to detect all damage collisions. This is the case no longer. The legs/feet spite not detects collisions with the doom brick. So even if you get hit by an enemy, you can still fall in a pit.

    Font is changed to a mellow light grey on dark grey.

    Grab the file from the usual place - back to vacation with me :)

    And thanks for testing again! This thing will be 100% bug free by the time you're done LOL!

  • Zero6

    <img src="http://www.gemakei.com/media/albums/userpics/10004/Mega_Man_2_NES_ScreenShot2.jpg" border="0" />

    I'll look into changing the text color - I think in the case of the intro the image could be made darker - if the nes palette allows...

    But yeah - nes games later on used a background layer to make huge bosses. Sprites were used as the extra parts. So to stick to the NES way of making a boss - the black ground is black because it would have actually been a scrolling layer and having any other tiles on it would have made it look not like a giant sprite.

    The fists would have been sprites and would have flickered when on the same level as the player.

    I'm not a huge fan of the mega man series but the game play was tight and it made a lot of big jumps in game development on such a crapola system. And the above picture is an example of a giant boss :)

    I'm far too drinky to work on the game right now but I will be getting back to it Tuesday night :)

    Thanks for showing me the exact spot where the text was bugging you.

    OrangeTapioca I shouldn't have touched the code at 2am with one eye open ;) I'll see if I can find the problem tuesday night.

    I noticed it was happening when I was holding jump and sliding into the fire. I got rid of the problem but when the player responded he would skip over 5 or 6 times before you could play. Thats fixed but I think another part of the code is being ignored...

  • OrangeTapioca found the bug - I ended up changing the detection routine for the doom brick. It had a variable that wasn't being turned back on because I had a timer in the middle of the event. Now it's separated into three events and I tried several ways to get it to screw up and it didn't. The doom brick should take your energy away now and then toss you back up on the the last platform you touched!

    I'm going to bed for real now LOL!

    File is uploaded!

  • OrangeTapioca Yes it does technically support the gamepad. I haven't finished putting the controls in yet. Which is why I never mentioned it in any of the write ups.

    Argh - I fixed that fire pit ages ago, The death brick must have been shifted at some point. I really shouldn't work on the game when I'm half asleep, but it's the only time I really have HAHA :D

    I'll fix the doom brick and add start button to be pause.

    ****EDIT****

    Uploaded new demo with hopefully full controller support aside of the full screen key and quit key.

    Fixed doom brick in fire... I hope ;)

    The wall jump was only programmed for keyboard - it has it's own set of key presses to hold the wall and let go, setting variables when doing so. Hopefully I just added it in correctly. I won't be able to do any more fixing until later on during the weekend. We're off on a plane to our week vacation as of tomorrow morning :)

  • Zero6 I did the changes this morning and got too busy to upload :S I only updated the windows version again.

    Changes:

    F11 should swap between full screen in window (haven't had time to test)

    Wolves can no longer appear in walls.

    Fixed INFINITY FALL+100 in the start of the cave stage.

    I'll need to know what was hard to read about the text :) I haven't had anyone else tell me it was too hard to read yet aside of it scrolling too fast at the start - but that version never made it onto the forum!

    Thanks again for testing!

  • Zero6 haha guess you've never played many NES games before. Wall jumping started on the nes. The wall jumping mechanics are identical to mega mans and probably a tad more forgiving. You hold the jump button down while jumping at a wall and he will hold on and slowly slide down. You will need this later in the game to do extremely precise jumping.

    Aside of the mega man series on nes, many other games do this. Batman and The Ninja Gaiden series come to mind. Ninja gaiden let you stick to the wall though. .

    Needless to say the jumping mechanics can't change. Walk clinging would make later levels unplayable.

    Wolves I will fix, I thought it was funny that they flew through the wall, they do the sane thing in the original ninja gaiden. I'll just set them to die if they spawn on a solid object.

    Still missed some pits I see I'll fix this shortly.

    The final game will have a digital printed style manual. I'll be hand illustrating it. I'm even contemplating doing a pressed disc version with a real box and manual but that's going to depend on time and money.

    I'm glad you enjoyed the game aside of the wall jumping mechanics, the later levels are far more fun than the first three I think. The 4th stage is going to make you cranky - if you every played one of the older castlevania games I've made an enemy that acts exactly like the hopper. Who bombards you with his jump attack 5 times before running away! I wasn't as mean as the castlevania games, they threw a ton of them on screen to get you. I think two are the most that get on screen at the moment.

    I'll explain the jumping mechanics better, maybe that will help!

    When you hit the wall you have the option to tap or hold the jump button. If you wish to wall jump you have to hit the jump button and the direction away from the wall. You can also wall jump at any point that you are falling next to a wall. If you hold the jump button you can slowly slide down the wall, and if you press away from the wall and quickly tap jump again you will jump in that direction. It's like a rhythm - jump at wall, as you hit the wall tap back then jump immediately, rinse and repeat.

    But yeah, I think arcade games were the first to have in game tutorials, some just had them printed on the cabinet near the controllers. I am looking forward to drawing the cheesy manual. Also there are going to be cut scenes with text a plenty in the final version.

    I find the birds far more irritating than the wolves haha! If you aren't mad enough to throw the controller so to speak then I am not doing the game right!!

    Thanks again for trying the demo!! And also a big thanks for pointing out the flaws and bugs. I'll fix everything aside of jumping mechanics!

  • OrangeTapioca Awesome and thanks for pointing out that code. Took all of two seconds to swap it up. Where did you find that bit of info out from anyways?

  • IceKrown Thanks! I set the window res to 320x240 and in this case I also have to set the layout scale to 1.25 to emulate the NES resolution properly.

    I draw everything by hand, 80-90% of the graphics are done in the C2 tile editor - the rest is hand drawn art that is scanned, brought down to proper res in photoshop and then saved as 4 color png in photoshop.

    I have the NES palette set as a sprite that I can select and grab the proper colors from.

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  • OrangeTapioca Just did what you suggested and it worked on my end. I've uploaded a new version for you to try. Still F4, I'll change it back to ESC when I have a chance - I'm at work right now haha :)

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damainman

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