BACLog's Recent Forum Activity

  • This is a known issue with the built in platform movement. set the collision polygon slightly smaller then the square and it will fit.

  • if you post a generic capx of just the one screen like that i can mess around with it and see if i can get it to work otherwise it would be kind of hard to recreate the multi-object player without seeing more of how you did it.

  • BluePhaze - I grabbed a tutorial off of here that had wall sliding in it and then built it after reading that. It's a complete mess and still buggy against walls but once I have it tightened up I'll do a capx of wall jumping sure :)

    This is the tutorial I based it off of.

    http://www.scirra.com/forum/wall-jump-megamanx-style-example_topic64626.html

    It didn't work for me quite this way though, too many other things to take into account (like the way I handle my controls).

    Well, now I feel amazing that I have somehow contributed to this amazing game even with something as simple as a generic capx I posted a long time ago.

    Funny part is that playing this game had me thinking how well the wall slide was and how it did a better job then I had done.

    I am in love with this project. the levels of nostalgia and the levels of pure gaming fun with some amazing visuals and level design.

    I adore the sound effect and knock back when you punch the enemies rather then just knifing them, i found myself getting close just to hear it.

    keep us updated on this project I cant wait to play a full version.

  • here is my edit of geometrix .Capx

    https://dl.dropboxusercontent.com/u/45198/MMX%20dash.capx

    it has minor tweaks like just using the x vector rather then simulating left or right being pressed. i like this method more but its personal opinon really.

    also made it more megaman X like by having the aerial dash slower and forced direction and the ground dash you can change directions mid dash.

  • Solid game feel, love the amount of detail you have put into this game. for a 15 year old you have a good grasp on what made the old school games great.

    love the pause when you encounter the boss battle.

    very megaman like, which is a good thing.

  • the issue was on the restart of the layout all of your blocks were being destroyed and that would make the cubes_level_01 counter drop to -10 on restart of the layout.

    so having a reset global variables like plinkie said or doing like paradox said and adding a "on start of layout > set cubes_level_01 to 3" (this is the way I also solved the problem when i tried before looking at the thread) the game resets the value to 3 on restart rather then following the code and leaving it at a -10 value.

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  • I would need to see more of your code sheet.

    post a capx or take a screen shot of your event sheet showing as much of the event sheet as possible

  • "System - Reset global variables to default"

    default is always zero, have and event that goes

    "System - "cubes_level_01" (less or equal to) 0"

    so when it resets the variables to default it also sets the "cubes_level_01" to 0 so they would have the same effect as completing the level,

  • give the door the line of sight behavior and use a for each loop. using the line of sight will eliminate the need for a invisible detector sprite. just set the distance you want for the door.

  • Looks cool! Did it take 2-3 hours with music and all, or did you have the assets ready?

    Niko the music is royalty free music i found, the sound effects are made by me with BFXR and the art was made on the fly as needed. it was more a test of making a generic platformer without any thought into the way the game looked.

    so all the assets being made and the game set up was a total of about 2-3 hours with the new levels i made and tweaks i made about 4-5 hours.

  • I made a generic platform game engine, it has everything the basics needs, smart enemies, wall jump, a full HUD, a combo system, and a reward for keeping the combo going.

    Basic game is get to the end of the level but thats boring, so try and get the highest score while getting to the end.

    ways to improve your score,

    if you kill an enemy within 2 seconds of each other you will add to your combo multiplier, keep it going till the multiplier hits 5 or more and you will gain a shield that will instantly kill whatever it touches.

    Hold Z to run, press X to jump, if you jump at a wall you will cling to it, hold x to quickly scale the wall or tap it to jump off.

    collecting coins wont add to your multiplier but they will stop the "cool down" so if you dont have any enemies near collect a coin to keep the combo going.

    hearts will just restore one health.

    all the work on this game was made in about 2-3 hours this is more just a means for me to make some thing quick and fun while i work on my main project.

    LINK TO DROPBOX

    UPDATE-

    Added a lot more to this project. pressing down will do a slide or airdash.

    -About sharing the .capx

    I plan on fleshing this out to a full fledged project so at this time i will not be posting the .capx if you have any questions as to how i achieved anything, feel free to ask and i will explain any of the mechanics.

  • add a for each loop, so its like

    "for each "enemy""

       >enemy has LOS to player > enemy simulate blah.

    attach a .capx for more help, that is just my initial thought without much put into it.

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BACLog

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