brent_hamel's Recent Forum Activity

  • I tried your numbers and they work great, I just had to double them because I'm doing everything 2x as large. I'm still not sure how to get sliding working though. That one is definitely kicking my $$

  • wow, thank you so much for sharing!! I'll try this right away!

  • Oh wow, haha, well, I'm using the built in platform behaviour, and I really need to get the movement speed, jumping, and sliding right, any suggestions on numbers for those?

  • Greyspot - you're demo feels pretty damn close to the way it should, I'm very curious how you got everything working, I'm certainly willing to give credit if you're willing to help me out a little. I'm pretty stuck lol. I've been busy working on enemy AI and am just starting to tackle the feel, and to be honest, I'm not looking forward to it.

  • I'd forgotten about Deadeye's .cap, thanks for the reminder, and also I've found lot's of mega man X engines out there, but we're making an old school mega man fan game. It's actually for a mega man perfect runner on youtube lol, so we REALLY need to get the feel right for it.

  • I'm definitely using platform behaviour, I really don't know enough to be able to work with the custom movement behaviour, I'm a guy that fails at friggin QBasic lol. I was just hoping someone had some ideas on a good way to compare the platform behaviour with a pre-existing mega man engine to try and match the numbers (speed, accel, decel, jump, fall, gravity... blah blah blah) thank you for the input, I may just have to keep fiddling and hope to zero in on it

  • Is there a way to measure rom numbers? Or any kind of good way to compare the platform engine to a rom so I can try and match the gameplay feel? I'm really struggling here and any help would be massively appreciated

  • I'm just curious if anyone has any ideas as to how best compare a pre-existing platform game, with the platform engine in construct. Me and a group of friends are trying to make a Mega Man NES fangame and we want to get the feel as close as possible. Any suggestions?

  • Collision Mode is perfect, I completely forgot about it. For anyone interested, I'm keeping the collision set to none except for the actual button press for block removal. When the key is pressed, it sets collision to bounding box, and then checks for collision and removes the block if its there. Thanks Newt, its working great so far

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  • In my platform level editor, I've got solid block placement working with a grid-moving cursor, but I can't move the cursor back over a solid block to remove it... not sure what to do... curse my n00bness...

  • solved... I are dumb

  • de...bug...er...?

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brent_hamel

Member since 31 Dec, 2009

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