danuyos's Recent Forum Activity

  • jayderyu ErekT Eisenhans NotionGames devMidgard danny

    bscarl88 Joannesalfa BluePhaze tyfricko totoe ShabbyCat kenli

    urbano shinkan ArcadEd baterism shinkan

    Adyeniel VonBednar

    Hi everybody, it's almost 4:00 am in my country but you're a great audience and you deserve this: the final update(final features) for the basic fighting game engine. hahaha

    Coding AI might take a lot of time and effort so I'll start with the videos in the meantime.(soon)

    There are still some gameplay issues like cornering the opponent and hitting him while he is on the air (you will win the round as far as he doen't touch the floor), but I'm tired..zzz

    The first video will cover basic mechanics and animation set-up so there is still time to fix bugs, specially on my collision system so please play with it a little and post feedback, try to get a friend or relative to help with P2, because i can't have a "real" fight (you know, I only got 2 hands to hit the keyboard).

    You can check the new features on the first post... or just go and test it haha.

  • you can follow any of these tuts

    https://www.scirra.com/tutorials/237/how-to-use-your-own-web-fonts

    https://www.scirra.com/tutorials/236/using-web-fonts-in-the-text-object

    I followed the Old version of teh first one and worked

  • thanks ErekT, I 've also read something about AI for fighting games, and already though on something similar to your suggestion, the tricky part is to make a "tree" of infinite (or almost) possible actions, and also transform all my code to functions so the AI will take on the same code of player2.

    The only problem I have is time, I have some papers to work on, and for the next 2 weeks I won't be able to make big progress so I prefer to publish the tutorials in the meantime..

    I think I just finished the basis of the engine, and probably during the weekend I'll update the demo, so you can look for bugs before I start recording the videos... (finally a Ken vs Ryu battle!!!)

  • bscarl88 you mean like the old Killer Instinct rock/paper/scissors?.. actually my system relies only on who performed first but since I don't have 4 hands to play with the keyboard I haven,t considered that situation... I haven't even considered hadoukens collisioning with each other hahahaa.. ready to fix it

    not path finding.. just plattform movement.. I'm trying to make it simple (although it's very complicated) so only basic plugins, so far only sprites, plattform movement and tiled backgrounds (health bars). also the animations/motion respond tho the strenght of the attack during the shoryuken

    I'm still fixing the collisions bugs

  • Will have a status of how to do this or will release the capx?

    urbano yes!!, I only started the topic to see if people were really interested on the tutorial.. As soon as I have a working base engine I'll start recording video-tutorial.. I have to check some collision issues and add Character-selection... I'll let more experienced users to deal with the Ai since that is not my field of expertise.

    Hopefully by the end of next week I'll be releasing the first one.

  • haha that's funny, I see that!

    how do you get the player box to follow the shoryuken animation? so he can still be attacked while doing the shoryuken

    bscarl88, your question made me realize a bug on my collision system, I'll check that... in theory you'll be able to hit the character performing the shoryuken when he is falling down, or from behind, but rigth now that bug is not allowing to do that

  • haha I found a funny thing... take the payer2 to the right wall (pressing right arrow), move player1 close to him... make player2 jump and then player1 perform a strong shoryuken (D-S-D_O)....

    player2 will be sent to the moon and never come back hahahaa

  • those are triggered events..for example.. if you have an event like this:

    If "variable" is > 0.... that will check if true in every tick

    If your event has the "arrow", it will be ignored until that trigger is sent... resulting in less computing for the pc/device

    am I right? anybody to confirm... I learned that from another game engine...

  • thanks, but that wasn't the problem.. apparently you can't change the time scale in the same event to the same objects..I called another function to restore the timescale and it worked

  • I NEED HELP!!

    EDITED:

    nevermind, I figured it out already

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  • NEW UPDATE 3.0!!

    jayderyu ErekT Eisenhans NotionGames devMidgard danny bscarl88 Joannesalfa BluePhaze tyfricko totoe ShabbyCat kenli

    Hi guys, I managed to add some more features including basic collision system.

    I'm very close to what I consider a basic fighting-engine so the videos will come out soon (hope)

    And thank you very much @shinkan for your help on working with families

  • try something like

    on button pressed/toched/click etc,,

         >> sprite is overlapping "Note" (note is the one in red, blue etc that " falls", and sprite the line at the bottom) > ok

         >> X sprite is overlapping "Note" > wrong   (ok and wrong are the actions to perform)

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danuyos

Member since 3 Sep, 2012

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