Aria of Destiny(Tenative) - Platformer *WIP, seriously*

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Post » Sat Dec 06, 2008 2:42 am

G'day. This little project is something I'm planning to do for my Multimedia major, and right now, I'm using my time to get a proper feel for Construct and get a platforming engine in general done. Let me give you an overview of what I have right now, and what I have currently planned.



As you can see, it's a platformer fan-game (the fan-game part is mostly because I'm no artist), I'm going for a Metroidvania style. What has been implemented at the moment:

- Multiple characters - Julius Belmont, Ashe, Sonic (though the system used to implement this may not be so sound, Ashe and Sonic don't have full animations since I'm leaving that till later)
- Crouching (Albiet not exactly that good, and Sonic's crouching doesn't animate fully)
- Sliding for Julius (Doesn't work that well, animation-wise)
- Attacking for Julius (the method I've used... Isn't working too well, and there's something stopping him from attacking most of the time, Ashe and Sonic will be easy as heck to do, though)
- Movement between rooms (doesn't actually work beyond the first room due to a certain variable not changing at times)
- Sonic Rush Adventure-style cutscene (though it forces you to alternate between left and right clicks, I haven't figured out how to do it otherwise)

And there's supposed to be a pause feature, but that doesn't work either.

Intended features:

- More characters (Wario and Rayman come to mind)
- Enemies (Anything that doesn't need multiple parts, unless there's a method for that)
- Interactive NPCs
- HP, MP, upgrades and all that jazz

It's not much, and I've kinda hit a brick wall with the room changes, and I seriously need to re-do Julius' attack, but... Of course, this is early days, I'm new to Construct, but what the heck, I can always ask you guys for advice when I need it, eh? :D

.cap file for "version 0.01"

Edit: Oh, bugger! Controls!

Move: Left and right arrows
Jump: Shift
Crouch: Down arrow
Slide (Julius): Down+Space
Attack (Julius): Control Left (Don't expect this to work without much messing around)
Cutscene controls: Alternate between left and right clicks
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Post » Sat Dec 06, 2008 6:12 am

I finally got the game to play, for some reason it stalls at the dialogue scene and I thought it was just freezing or something.

Like I mentioned in your Help thread, the Per Pixel collision on your animated sprite causes problems. You can hang off the edge of a platform by his arm, for instance.

It will also cause problems at walls. Since your sprite is animated, it doesn't have a constant width. If you run into a wall on one frame, the next frame might intersect with the wall because it's wider than the previous frame. If it does that, your sprite will pop to the top of the wall due to the way the push-out function works on the platform behavior (it's designed to always push out of the ground if it's stuck).

Even if you changed the collision type to Bounding Box, you could still run into this problem. It's best for platforming objects to use a separate collision box sprite that has only one frame so it never changes size. Put the Platform behavior onto this box sprite, and take it off of your animated sprite. Then set the position of your animated sprite to the box every tick.

You don't need to worry about this so much with other kinds of games really, just platformers. If you're doing a top-down space shooter, for instance. But it's still a good idea to use this method whenever you have objects that need to come into contact with solid objects like walls or platforms.

As for the movement, Belmont is way too fast. You should slow him down a lot.
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Post » Sat Dec 06, 2008 7:00 am

Yeah, I have noticed the collision thing, and the box thing definitely makes sense, I'll make use of it. Thanks. Would a container be ideal for this?

Also, how do you make use of sub-animations in events? I don't want to have to use "*Character*Move" and names like that constantly.
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Post » Sat Dec 06, 2008 7:07 am

You don't really need a container for your player because there's only going to be one player. Containers are for muliple multi-part objects. For instance, if you had several enemy sprites with several separate enemy hitboxes.

As for sub-animations, I really don't know. I've never even tried them out, I have no idea how they work. As far as I know, I've never had any need for them.
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Post » Sat Dec 06, 2008 7:16 am

Oh, okay. Oh, well, not being able to categorize the animations is a minor inconvenience.

Also, I neglected to mention this, but the cutscene doesn't stall. Just first left click on the dialogue box and then right click, and repeat. Just in case you haven't figured it out yet. For some odd reason, one button simply skips to the end. Probably the same thing that caused the pause problem.

Edit: You know what I just realised? The fact that I didn't put in so many animations into Ashe and Sonic is a freaking LIFESAVER. It's easier to copy over the animations.
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Post » Sat Dec 06, 2008 10:16 am

Yeah, now that you know how to fix your button presses you should make the dialogue thing use just one mouse button. Or better yet, a key, preferably the Enter key or the main action key for the game (in this case, Shift). It's a good idea design-wise to make it so you don't have to touch the mouse unless there are actual mouse controls in-game.
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Post » Sat Dec 06, 2008 10:31 am

Well, all the characters have been knocked into one sprite, the box has been added, and... The second room makes it change to Julius and fall straight through. Also, for some reason, standing animation while jumping when not moving and crouching in midair.

Also, despite my usage of the toggle trick, the cutscene goes straight to the end. Odd, that.

Version 0.02
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Post » Sat Dec 06, 2008 5:53 pm

I guess kind of unrelated to any technical discussion, but no matter how simplistic your art is, custom creation will always be better than a mish-mash of ripped graphics. If you look at games with very simplistic graphics like Within a Deep Forest, Seiklus or Jumper, they still carry a certain level of personality and charm that you can't achieve by stealing other people's work. I think if you are going to make a game I would rather you used original characters that were badly sketched out in MS Paint than randomly slap together some sprites from other games.
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Post » Sat Dec 06, 2008 8:10 pm

I agree, it's always best to make your own art, or find an artist to collaborate with. But if you're making a fangame, then it's a little more forgivable.

I'd also like to point out that the number of unfinished fangames outweighs the number of unfinished original games by several gazillion tons. I don't know why that is (well, I have a theory but I don't want to offend anyone). Hopefully that's not the case here, especially if this is for a class assignment.

Even so, you might consider making a smaller project for your first game. A smaller, tightly made, feature complete game would definitely get you a better grade than a mish-mashed, overly ambitious, buggy, unfinished one.
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Post » Mon Dec 08, 2008 1:59 am

Well, having it as a fan-game was the intention... Also, there's a good reason why I'm spending my time now preparing the game engine. Anyway, I've fixed the cutscene... But now, the current problems:

- Julius only attacks in midair after messing around a lot, and even then, it doesn't seem his whip appears at all when he does.
- For some really, really odd reason, when the character goes into the second room, the sprite reverts back to Julius and suddenly falls through the floors. Really.
- Nobody seems to crouch fully unless you tap one of the arrow keys.

I'll have the .cap file uploaded as soon as I get the oppertunity.
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