BACLog's Recent Forum Activity

  • While trying to just remake a basic MegaMan NES clone to get even more comfortable with C2 I have come to a halt as I am running into a constant problem, And I do not understand it at all. Whenever I collide with anything while sliding to the left (only happens when sliding to the left and not the right) the player will "climb" whatever he is colliding with, be it a wall or the enemy. when colliding with the same object on the right it functions normally and he just stops moving forward.

    Any idea as to why this is happening? I have gone over the events many times I cannot find anything that would do that.

    How the slide portion of the event sheet looks right now.

    <img src="http://i45.tinypic.com/4r4ze0.png" border="0">

    I have been bothered by this for a while now and I am at complete lost as to why it only happens when sliding left and not right.

    I have both an online playable version and the .capx uploaded, just look at the group "Slide" for all the events related to that action but everything is as clean as i could make it, lots of comments explaining what i was trying to do for each step.

    Link to play online

    Link to download .capx

    EDIT: I forgot the controls are simple "Z" jumps "X" shoots, hold "X" for a charged shot (currently does not hurt any enemies when charged)

  • you could always have an event that sets the player skin (or what the player sees not your playerbox) angle to that of whatever platform the playerbox is on. if you use some sort of collision mask for the levels.

    like say you have a flat platform and a slanted platform, you made the slanted platform by just rotating it in Construct so its angle is now changed. put it in a family (if you have them) and make an event like

    Playerbox is overlaping platform > set playerskin angle to "platform.angle"

    playerskin being the animated sprite you have pined to the box.

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  • Wouldn't it make more sense to have a variable on whatever is shooting and have it be false when the bullet is made and true when you can fire, so you would have something like.

    On space down

         Variable = true

               < call.function(shoot)

                     Function shoot = spawn bullet & set variable to false.

    then have.

    On bullet destroyed < set variable to true.

  • well, ninja gaiden is very different from the other 2, but if you want to know something very exact we can help with that.

    However your question is a bit vague and needs more definition.

    have you tried to read the tutorials there are quite a few platforming tutorials around that can help you. if you get stuck on a point later in your games creation feel free to ask a more specific question and describe the problem.

    here is a good tutorial on how to make a platform game

    LINK

    there is also many tutorials you can view on the scirra website try searching the tutorials to find what you are looking for.

    tutorial section of scirra

  • Uh, I think it would be much simpler to just make a solid color square sprite, set its visibility to invisible and place it where you want the player to click on. re-size/re-shape it till it is covering the area you want clickable set a variable instance on it something like "click point" then just use the same object and place it in the spots you want clickable then change the properties of each click point so the variable is a different number for each point, then in the even sheet make an event like

    1: On left mouse click "click point" (or whatever you name the square)=

       2:click point is at 0 = whatever action you want.

       3:click point is at 1 = whatever action you want.

    so you pretty much have a set of subevents off that one event and it will check the instance variable and do something different even though it is the same sprite they are clicking on.

    I can make a capx if you need an example.

  • BluePhaze,

    I appreciate all the feedback you have given me.

    I have updated the .capx to reflect all the suggestions you have made as much as possible.

    I no longer have any "every tick" commands. I also removed some redundant events.

    still plays the same just slightly different event sheet flow.

    I am running into a constant problem, And I do not understand it at all. Whenever I collide with anything while sliding to the left (only happens when sliding to the left and not the right) the player will "climb" whatever he is colliding with, be it a wall or the enemy. when colliding with the same object on the right it functions normally and he just stops moving forward.

    Any idea as to why this is happening? I have gone over the events many times I cannot find anything which would do that.

    How the slide portion of the event sheet looks right now.

    <img src="http://i45.tinypic.com/4r4ze0.png" border="0" />

  • Actually there is a way...And it's always a good idea to be as efficient as possible...just set each door an instance variable say "door number",to identify it...then create a global variable "choose door" that identifies it

    >>on collision with door >set global choose door to (door number you want to go to)

    >>variable door number=choose door >set position to "doorspritename"

    hope that helps

    pretty much this, only without the global.

    pretty much after you place a variable on the door, change the default value on each doors properties so they are each different.

    Here is an example .capx

  • Thank you for the feedback BluePhaze, I appreciate it greatly. I am still new to the program and have no prior programming experience, so everything is just from me using the program and trying things as I go.

    I do have a question about the every tick event.

    When trying to make something move like i do with the teleport in animation and the slide, how would i do that without every tick. I guess I could use bullet behavior as well which i thought to use before. but I felt i got more control over how much the sprite moved by controlling the exact pixle per tick.

    Another question I have is the term event you used in the end of your post the "try and use events whenever possible" portion do you mean functions? or where you just referring to the event sheet, or am I missing something completely?

    Anyway I really enjoyed reading your opinion on the work I have done.

  • Hey, I beleive my basic generic megaman clone will help you see how to do this. I included the .capx and it has lots of documentation on almost every aspect on the event sheet. take a look and if you still need help i can help you.

    Megaman clone tutorial

  • This is more of an event issue. If you look at the FAQ it has a pause function on it.

    Ashley gives you a nice blurb from one of the tutorials on the site

    Delta-time and framerate independence Delta-time and framerate independence

    You can set the time scale to 0. This stops all motion. It's an easy way to pause the game. Set it back to 1 and the game will resume.

    You might notice you can still do things like shoot using the game controls. You can get around that by putting your main game events in a group, and activating/deactivating that group as you pause and unpause.

    Basically whatever events you have running that can still be clicked on and destroyed need to be in a group, or just place everything in a group and deactivate it on pause.

  • UPDATE:

    Saturday February 22 8:03AM

    I guess the version with the charged shot did not ever get uploaded correctly so i have gone ahead and dig out the old file after seeing a comment posted 2 days ago.

    this version also has an updated slide mechanic although it is not functioning how i want it to and its been so long since i worked on this i have no idea what is stopping it from working correctly.

    the main issue with the slide mechanic is that in order for it to function correctly you have to have a simulated button press as well as the Xvector being set which is confusing to me since almost every other slide mechanic i have made since i worked on this uses the vectors being set and changing the max speed value temporarily to make the player move left or right.

    even my old example of megamanx style dashing works on this same concept (even has essentially the same events) yet this version has something holding it up.

    either way here is the file

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

    and just for whatever here is the megaman x style dash example.

    https://dl.dropboxusercontent.com/u/451 ... 0dash.capx

    Also, work on this is halted and has been for almost a year.

    [quote:4crtz173]

    Original Post

    Started working on a generic megaman clone today spent about an hour or two on it. most of the event sheet has annotations to explain and help others understand it.

    controls are arrow keys Z and X, if you press down and z you will do a slide.

    Play in browser:

    https://dl.dropbox.com/u/45198/megadude/index.html

    Download the .capx

    http://dl.dropbox.com/u/45198/Megadude.capx

    I know there are a lot of bugs and most of it is just generic, but for the most part it feels right.

    all started because i saw someone ask how to make a jump similar to megaman in construct. kind of got carried away.

    would love to hear what others would have done over my messy idea.

    I am fairly new to construct so a lot of my logic is learning as i go.

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