mudmask's Forum Posts

  • ryanrybot thanks man! one feature I wish I could've nailed a bit easier was the color change effect... unfortunately, that's just not something that's readily available on all platforms. eventually I'm going to need some graphic design help too..

  • Hey guys - I had some great feedback on this project, and while I haven't posted on it in some time, it's definitely not been idle this past month and a half. I did decide to start a new thread though... because the old one got buried pretty far down. I hope that's ok.

    You can view some of the older updates, along with some older playable builds, here:

    Some notable news for those of you interested in this project:

    1. Notable UI changes to level selection and status screen

    2. Added a weapon acquiring system (notable, flame thrower)

    3. Implemented a supplemental procedural level generation system with an automapping feature

    4. Added several new enemy types (notably in the screen caps below, a hive-type enemy

    5. Various graphic and gameplay improvements and additions

    Title screen and level select screen, with ranking

    Simple weapon acquiring, including flame thrower

    Tileset, hive, and swarm enemy type test

    Random level generation, including enemies and objective collectibles and automapping

    Playable build coming soon. Thanks guys in advance for any and all feedback.

  • this looks epic - I'm excited to see where this goes. I feel like the trend with these sort of retro-style games right now is to make the pixel art look 'bad' - but 'bad' isn't necessarily retro. people spent a lot of time on their art, and it's good to see that reflected in this kind of work.

  • Hey... pretty much when R0J0hound shows up, the magic happens.

    I'm stuck in an 8 bit world though, with some of the projects I'm working on.

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  • as I'm thinking about this more, you'd need some way of just calculating where on the tilemap your bullet actually hit based on the tilemap index, but I don't think that would be too hard...

    sorry for the triple post...

  • You would probably have to round the coordinates too, ie. (round(self.X/8)*8) if you have a 8 pixel based tile

  • I don't know if this has been proposed yet, but this is what I would at least start with

    bullet collision at offset (2,0) /** collision with a tilemap 2 pixels to the right side **/

    -> set bulletcheck (boolean) to on

    if bulletcheck is on & tilemap, compare tile at bullet.x+2 (I know this isn't necesarily how overlaps work, but hopefully you get my point), bullet.y = whatever tile you're wanting to find

    -> tilemap settile (or) erasetile

    of course, you would have to have checks for every offset of your bullet... I'm assuming this is like an 8 direction bullet, but I'm sure you could do something with the calculated angle of x and y and make it a bit more elegant using functions.

    does that make sense though?

  • I really think implementing more functionality with TMX objects could create so much potential with C2, and I would love to see these specific features implemented. It's a huge time saver and makes for a much efficient workflow if levels can just be pieces together right in C2 - especially as your debugging your levels. I unfortunately ran into the same problems using the TMX importer (although... it's still a pretty awesome plugin) - and over all, I've just found that the hurdles and quirks of jumping from an external editor (like tiled) to C2 and back and forth to just be a hassle.

  • hyem hopefully it'll be easy to adapt to what you're looking for

  • You might want to check this out:

    It's pretty complex though. You might want to look into arrays. I've actually achieved this without the use of arrays, so I could use multiple, free-floating snake type enemies... but that was even more complex (in my opinion!)

  • JamesXXXYZ Erm..I have been programming this game myself from the ground up for months. Not sure where you got that.

    Refeuh Thanks for the info. I'm not so concerned about poor performance, as the game is fairly well optimized, but no WebGL means no Copy Girl ^^; All things considered, I don't imagine Copy Girl or many other C2 games will be coming to the WiiU.

    yeah. that's too bad. it's a pretty cool console, it seems like there are plenty of hurdles like that though. I'm keeping my eye on some of the C2 games out there though that are coming to the wii u, like the next penelope.

    it seems like there could be some other ways to do a palette swap though (back to the original discussion), which would be more universally friendly. I'm hoping someone comes out with an extension like that soon.

    hey - keep up the good work!

  • should be fine then... would love to see something like this on the wii u btw.

    >

    > > mudmask Yeah we're using the color replace shader. The palette is stored in a CSV file and parsed/applied in loops.

    > >

    >

    > Interesting. Does that mean your graphics are originally grayscale?

    >

    > Game looks awesome by the way.

    >

    No no... the only thing being colored is the main character when you change weapons. If I remember correctly, recoloring a lot of stuff causes a big performance drop

    >

    > > mudmask Yeah we're using the color replace shader. The palette is stored in a CSV file and parsed/applied in loops.

    > >

    >

    > What platform(s) are you guys releasing this on? because that's a pretty key feature to a mega man - type game... so I feel like that would limit where you guys release this due to the webgl support not being a universal thing, right?

    >

    PC/Linux/Mac

  • mudmask Yeah we're using the color replace shader. The palette is stored in a CSV file and parsed/applied in loops.

    What platform(s) are you guys releasing this on? because that's a pretty key feature to a mega man - type game... so I feel like that would limit where you guys release this due to the webgl support not being a universal thing, right?

  • I guess there's always bounding boxes too (bbox right) - you'd probably have to do for each instance, and then check for the X of an object is within (distance) X pixels of a wall... but I'm not sure if that would work with a tilemap, since it's one large object itself.

  • Tokinsom it seems like I've had some good results with offset collision and have been able to create some more complex behaviors... but I've also run into some limitations. maybe I'm not understanding what you're trying to accomplish though - what do you want to happen when the bullet collides with the wall on the right?