BACLog's Recent Forum Activity

  • Created a one level simple platformer in the span of 3 hours. all animations and sprite work was completed in this time frame and was merely as a means of getting back into the swing of C2 (been busy for quite sometime and have not worked on my actual game project in over 2 months, figured this was a good exercise to get back into using c2)

    Basic game with a simple premise, find the key hidden in the level and open one of 2 doors in the level,

    the game should have enough hints to help someone who has no idea how to play it,

    up arrow to jump, left/right arrow to walk, and the down arrow to open the doors after collecting the key.

    as of right now the game is only one level long, as i put most of the time polishing the simple look and feel of the game.

    made a basic camera system which i am still on the fence about, some people might be put off by the speed at which the camera moves, i might add a center camera on player function if the player is not in the air for a set amount of time.

    hints- try leaps of faith.

    http://dl.dropboxusercontent.com/u/45198/minimal/index.html

  • For the record, in case you're wondering, I MIGHT consider using this as a base for my own game... if it's improved somewhat. I'd be sure to credit you. And I'd probably replace Megaman with a different protagonist, such as someone from Rosenkreuzstilette.

    By all means go ahead.

    I made this as a means to help people get an idea of how to do such actions in a game, less than just swapping images and sprites and more of a learning point, hence all the explanation in the event sheet.

    my original hope was to remake a level from a classic megaman game in c2 but as i worked on this (probably 8 or 9 hours of work has gone into this engine currently) I realized i would need to replay the classic megaman games more to get a better feel of the game mechanics. I love looking at games i enjoy and playing them again with this new found angle of approach.

    in the past i would just play the game for enjoyment now i play the game for enjoyment and as a learning experience.

    i pay attention to enemy placement, to the paths available on screen, to all the small visual cues that make the game feel more and more polished.

    i have issues finding the right values for megaman's move and jump speed/strength.

    also i think i used an event that has on release of jump to set the players y vector at -1 when i should have used "player.platform.vectory-player.platform.vectory" so it just sets the player to fall and removes all upward inertia.

    either way lots of little things have changed since i made this.

  • Yeah, the engine is no where near complete.

    to stop the slide bug you are talking about, i planned to make a "slide detector" sprite which would be an invisible rectangle the size of the player hit box, (64,32 if i remember right) and from there just have the engine check if any solids are in collision with the detector if true set the "slide" variable on the player box to 1.

    just never got around to doing it.

    the megaman styled boss door camera needs to be overhauled completely as it is just a testament to how badly i did not understand camera function during the time i created this file.

    i might work on this more today as i have some down time and you brought to my attention the file again and it just hurts seeing all the mistakes i made, also construct 2 has gained so many updates since the files creation.

  • DialgaBrite

    While i appreciate the comment, I have pretty much stopped completely on this project, mostly due to my own projects taking up more time and effort.

    I mainly used this as a means to teach myself construct 2, pretty much the first project i made after the basic tutorials.

    I may comeback and fine tune this more as i finish up my current projects since my next game will be a side scrolling shooter and the learning experience will be once again meaningful for me.

    as for the charged shot/slide fix differences i am not sure, i do know in the .capx i have on my computer has them, so i reuploaded the .capx (new file name to make sure the changes update) if you still want it here you go.

    https://dl.dropboxusercontent.com/u/451 ... ever2.capx

  • gfigueroa

    Some things in that capx can be updated and made better, like rather then have the Y Vector set to -1 to have megaman fall i could have used an expression like "player.Platform.VectorY-player.Platform.VectorY" which gives a more natural feeling rather then the -1 it is set to which kinda makes it feel like you are forced to the ground.

    A few animation things i would have liked to touch up and make better, would probably use a 2 sprite method rather then one sprite so the upper body and legs would stay fluid and insure the run animation was consistent even when running and shooting.

    another option would be to have a instance variable that held the frame number of the run and just on return to the run set the animation frame number to that variable IDK probably a better way to do it.

    but for the most part i am still happy with how it turned out. needs work still but feels almost right.

    the slide is what is off the most, i would like for it to have a check to make sure no solids are offsetting the player on top and keep you in a slide as long as you are offset the solid.

    I also use a set player.x method for the slide this is a bad method of performing this action, I later learned a much better way using vectors and max speed increase rather then using the method i have here which is buggy and will raise you off the ground if you slide into the wall.

    I made a more megaman X styled dash that would work with tweaks as a megaman classic slide if you want it uses vectors and you can change direction mid slide which is nice but you might have to disable jump i don't remember how megaman classics slide works completely off hand.

    I might go back to this after i finish my current game, as my next game is more in the vein of classic megaman only with time controls, but never hurts to look at games that did the genre you are trying out right.

  • Player is jumping > set deceleration to 4 (or some other low number that gives you the feel you want.)

    Player is not jumping > set deceleration back to whatever it was.

  • try setting it up as one trigger event and 2 sub events.

    On player landed>

       hurtfall is playing > set animation bounce

       else> set animation to stance

    I am not sure why you have a "is moving" and a "is not moving" condition for stance, i would have to see the rest of your code.

    a second way to do this would be to set a instance variable and test against that rather then the animation state.

    it all depends on how you handle your animation triggers in your events.

    depending on how you have your walk trigger and stance trigger you probably don't even need any lines of code for it to function like normal after falling.

  • BACLog

    I decided to download the capx after all... Wow... And it's still not finished huh? smh... I think I'm going to rethink this "mega man" esque platform game. I may try it one day though, just not right now

    <img src="smileys/smiley13.gif" border="0" align="middle" />

    CEO

    Look, no one is going to make the game for you, neither will they create a tutorial to cater to you.

    I created that capx as a means of teaching myself how to use construct.

    Making a megaman clone is not hard or complex.

    The tutorials and guides that others have made are stepping stones to teach you certain skills or aspects of the program.

    Try following some of them and building small test games before you decide to create your game.

    you come off as very self entitled and I for one feel no need to help you any further.

    that capx I posted should more then get you on your way to making a megaman game. I am not and will not create a game for you. It covers the basics of a megaman styled game.

    the audacity of some people.

  • Complex, global and instance variables?

    I made a megaman clone during my first few months using C2, I posted the .capx on the forums.

    the event sheet was documented and talked about all the logic behind each event.

    scirra.com/forum/generic-megaman-engine_topic63197.html

  • Contra does split the top and bottom half into 2 sprites.

    so did megaman, most games that play in this style i can think of used this method.

    generally if in the old school game the legs would move and the bottom half would animate differently and you could attack or shoot while walking it used this method. unless the sprite stopped moving before the action went off in which it most likely did not use this method.

    but yeah Contra splits sprites into a top and bottom half.

  • generally when it comes to games like this using multiple sprites is the route to go, legs seperate from the torso ect.

    Using this method you can easily have the upper body shoot in multiple directions while keeping the leg animations fluid and looking good, also if your game has any weapon change outs or sprite tweaks based on power ups changing the upper body (normally fewer frames than the walk animations) it is a much simpler task.

    just use pin behavior and image points to make sure the parts line up correctly.

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  • just input a large number, 10000000 or so and it should be almost constant top speed without any acceleration or deceleration

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BACLog

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