ryanrybot's Recent Forum Activity

  • Seems pretty cool so far. I thought the movement a bit sluggish, but found the adventure game vibe to be quite neat so far.

    Keep it up!

  • A bit of an update! In fact, it's been so long I can't remember what I've done.

    The first part of a hud is up now when you get in the vehicle. I think I spent some time on that as I wanted it to behave just right ...and you can actually get hit now! Whoo!

    It's pretty standard fare. You have 99 HP per shield capacitor (energy tank) which you collect a you explore. When you run out of shield energy and reach 0 you die. If that's not Metroid I don't know what is.

    I also spruced up some graphics and did a bit of optimisations, but nothing to get too excited about.

    https://dl.dropboxusercontent.com/u/30500491/HoleInTheEarth3/index.html

  • The feel is getting close, just a few tweaks and you'll be there.

    I found the game pad just played the walk cycle animation, but the there was no movement.

    Moving over to the keyboard, the shooting seemed to be delayed quite a bit, making it feel quite unresponsive. The speed was also slightly fast for MMX1, but it's been a while since I've played it so I might be mistaken.

    Getting there! Keep it up!

  • Hi Anonnymitet! I'm glad that worked for you!

    There is absolutely no harm asking. In fact I asked this very question a couple weeks ago, which is why I knew the answer.

  • This question has come up a few times on these forums lately, it seems.

    To find the angle of the left analog stick you can use this expression.

    angle(0, 0, Gamepad.Axis(0, 0), Gamepad.Axis(0, 1))[/code:pqhcp84q]
    
    Then you just need to set On created - Set Bullet angle to *the code above*
    
    That [i]should[/i] work for you.
  • I must say that my need for this game is rising fast.

    There's something about the style that is very alluring, like I just have to play it.

    It reminds me of Ainevoltas II by Alastair John Jack, which I spend too many hours to count on.

    You're doing such a great job thus far Derqs!

  • I've never written a plugin for Construct 2, but I believe it needs to be written in Javascript.

    BlueJ is Java, so I'm going to say that it's not possible to use it with Construct 2.

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  • I've been wondering this as well.

    In the mean time, I've just separated my tilemaps into smaller images and planned my areas around what tilemaps will be used for certain layers. It's certainly less efficient that way though, and more time consuming.

  • Thanks for the feedback JamesXXXYZ!

    I really wanted to have 360 degree movement with the cannon, and the more I play with it, the more I think this is for the best. In my dev build, there's 8 direction aiming with the keyboard and d-pad now (plus full 360 with the analog stick), which makes it almost exactly like Super Metroid. The only difference being that in Super Metroid the shoulder buttons aim up/down, where in my control scheme it locks you in place to aim, which I feel gives you better control if you want to aim in any direction but not move from your position (which you could not do in Super Metroid).

    I really wanted to shy away from having a dual analog stick control scheme, as I find that it makes the face buttons much less accessible, when I really needed all the buttons readily available.

    The controls are slightly more complicated than a traditional platformer, but I'm hoping that the gameplay will necessitate it.

    Granted, there are some kinks to work out, but I feel in my loins that this is the best control scheme for what I am trying to achieve.

  • Hi mepis! I liked what you had so far but, as eliasfrost said, the 8-direction movement threw me off.

    For the gamepad, I was recently given a solution to get the actual angle of the thumbstick. I used the expression for rotation, but it should work for moving at a specific angle too.

    All props go to linkman2004 who came up with it.

    angle(0, 0, Gamepad.Axis(0, 0), Gamepad.Axis(0, 1))[/code:2z5huxo1]
    That will grab the current angle of the stick, so maybe it'll work better than using 8-direction.
    I hope that helps!
  • I'm sorry to say that I got NOTHING done that I said I would. Instead I tried to redo the aiming for the vehicle; specifically when using the analog sticks.

    If someone with a 360 controller would be so kind as to test the new aiming controls, that would be awesome.

    https://dl.dropboxusercontent.com/u/305 ... index.html

    The main gun should follow the thumbstick rotation. It's slightly glitchy, but thought I would get some feedback on how it feels before I committed to polishing it up.

    The controls for the gamepad are currently,

    Thumbstick: moves, aims cannon

    X: shoot

    A: jump

    Y: enter/exit vehicle

    B: bombs (that don't work)

    Right Trigger: Locks vehicle in place

    The vehicle lock is for when you want to aim, but not move.

    Now, I'm not married to this control scheme yet, so please be as honest on how it feels. I'm kind of partial to old controls myself, so I may revert back to that. We'll see.

    Anyway, let me know! <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • Yep, linkman2004, your indices were correct for the axis and thumbstick.

    Thanks so much for the help!

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ryanrybot

Member since 21 Jun, 2014

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