A Better Understanding of Platform Behaviour

For questions about using Classic.

Post » Sun Jun 12, 2011 7:48 am

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?
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Post » Mon Jun 13, 2011 3:13 pm

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
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Post » Mon Jun 13, 2011 3:46 pm

Um, Platform behaviour is the most likely candidate unless you want to completely write a custom movement. In that case, use the Custom Movement behaviour.

As for measuring the rom numbers, I have no idea of an exact method, but possibly compiling an open source one in debug mode using Visual Studio express will let you look at variables real-time as you step through the program.
"Construct 4 lets YOU make advanced games! (maybe)" Construct Classic - Examples Kit
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Post » Thu Jun 16, 2011 8:15 am

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
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Post » Thu Jun 16, 2011 8:35 am

Deadeye did a .cap that can help for that, you may see the topic here : viewtopic.php?f=29&t=3973
...but this is mostly psychological. Check my devlog
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Post » Thu Jun 16, 2011 8:36 am

Have you seen the MegaMan engine done by TecManX HERE. Don't know if it's of any use, but it has some useful ideas.
If your vision so exceeds your ability, then look to something closer.
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Post » Thu Jun 16, 2011 2:21 pm

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.
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Post » Thu Jun 16, 2011 4:43 pm

There will be no way to compare the numbers exactly, unless you're some super programmer. The best way will be to put an emulator running megaman on one side of the screen, and keep tweaking the values until they feel right, if he doesn't jump high enough, increase jump strength, too much now? Reduce it a little. It probably won't take very long either
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Post » Thu Jun 16, 2011 5:34 pm

You can try the Megaman Movement Engine made by SuperV [url:3s7jvddc]http://www.scirra.com/forum/viewtopic.php?f=8&t=4232&hilit=megaman+engine[/url:3s7jvddc]
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Post » Thu Jun 16, 2011 10:34 pm

That's the hardest part about making a fan game: getting it to feel just like the original. You can throw a platformer together in a few minutes with the right sprites but it just won't feel the same. The code is absolutely sloppy, as I was new to Construct when I started the project and haven't bothered to fix anything. I just piled onto the mess! That is why I don't feel good about releasing the cap at this point, but you can take a peek at my progress so far and tell me what you think. Most of the basics are there. What makes a fan game so hard are the little details in the controls. Megaman's little dance step (you know, his one pixel step) was a KILLER to figure out, as well as accurate sliding mechanics (cancelling when you turn, when to get up, etc.)! What I did to calibrate things just right was to record myself doing various actions in an emulator and play it while trying to re-perform those actions in my game side-by-side, making adjustments accordingly.

The engine by SuperV is pretty neat, I just wish I knew about it when I started this project, although it lacks in a few areas. If I ever get around to a rewrite, I will surely post it here, but like I said, I just don't feel good about posting a cap that looks like a 3 year old wrote.

Anyways, as best as I could get it for now...
Numpad + and - to add or subtract health.
Jump and shoot (blanks) with Z and X
Click to make an energy pellet. Included the "time stop as your meter goes up" thing.
F1-F3 for resize.

[url:3vtd145v]http://dl.dropbox.com/u/5530592/Megaman%20Movement%20Demo.exe[/url:3vtd145v]

Anyways, ask if you have questions about anything specific. I probably didn't do some things right, and most things inefficiently, but it's there!
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