Attempting to rebuild my Metroid-like in C2. ?'s!

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Post » Mon Aug 05, 2013 7:37 pm

Just wanted to say I saw your youtube video for Ghost Song awhile ago and it's great to see you moving to C2. I also have a metroidvania game in development and C2 has been awesome to work with.

Using tiles isn't that bad. You just can't use texture sheets. I use a mix of big graphics and tiles, and it seems to work well for me. Add your tiling graphics to the tile object and add your detail textures to the sprite object in frames.

I also recommend using the platform behavior over physics and C2s built in behaviors as much as possible.
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Post » Mon Aug 05, 2013 9:43 pm

Please check your PM's; I'd like to talk to you more about Ghost Song!
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Post » Mon Aug 05, 2013 11:02 pm

Wonderful project! Good luck with the rebuild.
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Post » Mon Aug 05, 2013 11:14 pm

thanks guys for the nice replies and comments :)

[QUOTE=UberLou]
I also recommend using the platform behavior over physics and C2s built in behaviors as much as possible.[/QUOTE]

I looked briefly at this and I didn't like it because it felt like I wasn't in control. In stencyl, I built my platforming by setting up logic for when I'm on the ground, when I'm in the air, every step of the way, what happens -- for example, if I'm jumping upwards and let go of the jump button, I'd set my Y speed to a third of itself for fine height control.. I plugged in the prebuilt platforming behavior in C2 and I honestly wasn't sure where to begin if I wanted to start modifying it. what if I wanted to start adding more aerial maneuvers or even do the aforementioned "make the jump stop going upward if I let go of the jump button"?

My game is a game that goes beyond run and jump, there are a number of special abilities that need to be implemented, so I think I need some flexibility.
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Post » Mon Aug 05, 2013 11:23 pm

[QUOTE=MadFactory] Please check your PM's; I'd like to talk to you more about Ghost Song![/QUOTE]

I read your message. The site won't allow me to reply to PMs until I have more rep.

I sent you a contact request on your gchat. I'm always on gchat.
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Post » Mon Aug 05, 2013 11:32 pm

You can of course set up a custom movement by plugging in your own formulas, and timers for setting xy's, but honestly the physics behavior is not the way to go, and the platform movement already gives you a great amount of control.
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Post » Mon Aug 05, 2013 11:44 pm

I am going to second almost everything @newt has said in here.

I test almost everything on my iPad and phone, and believe me, DO NOT use the physics behavior unless you absolutely need it.

My space shooter doesn't even use physics - it uses custom movement to 'simulate' physics in order to reduce CPU load. If you're aiming to have any sort of mobile viability, you need to be very careful with what objects are using the physics property and even then you need to consider how much physics is actually going on.
Project Lead of Zems Online Card Game

Producer at Impulse Limited
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Post » Tue Aug 06, 2013 12:07 am

I looked briefly at this and I didn't like it because it felt like I wasn't in control. In stencyl, I built my platforming by setting up logic for when I'm on the ground, when I'm in the air, every step of the way, what happens -- for example, if I'm jumping upwards and let go of the jump button, I'd set my Y speed to a third of itself for fine height control.. I plugged in the prebuilt platforming behavior in C2 and I honestly wasn't sure where to begin if I wanted to start modifying it. what if I wanted to start adding more aerial maneuvers or even do the aforementioned "make the jump stop going upward if I let go of the jump button"?

My game is a game that goes beyond run and jump, there are a number of special abilities that need to be implemented, so I think I need some flexibility.[/QUOTE]

You can do all that with the platform behavior. Check this example I made.

http://www.scirra.com/forum/super-meatboy-example_topic72707.html
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Post » Tue Aug 06, 2013 3:50 am

[QUOTE=twotimingpete] I looked briefly at this and I didn't like it because it felt like I wasn't in control. [/QUOTE]

You can change all of the parameters of the platform behavior through script. I have dashes, air moves, walking slower while shooting or ducking, double jump, sliding down walls, wall jump, etc. I also do the same thing, when you let go of jump, I multiply the Y vector by 0.3 to do a short jump. You can do it with custom movement I'm sure, but you're probably making a lot more work for yourself.

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Post » Tue Aug 06, 2013 7:58 am

Using platform behavour then doing arial stuff is easy. The hardest part of using C2 is coming from any other language. once a mind set is in place to code or use other tools. Then C2 is a culture shock. Once you pick it up with a few experiments. Then C2 just fly's by and is incredibly easy. There is a few little niggle bits, but overall it's really fast.

in C2 if you wanted to do arial moves you just need to set an Event

Player.OnGround
Once While True
-- turn on the OnGround Control Group
-- turn off Air Control Group
-- modifiert player.platform values

Player.OnGroun NOT
Once While True
-- turn on Air Control Group
-- turn off Ground Control Group
-- modify player.platform values

and it's all down hill and easy. I used a platform behaviour to simulate Joust like flight mechanics for a platformer. It was pretty easy :)

air attacks, air dashes, double, tripple, space jumps, air retreat, airial dodge flips... easy peasy. Wall runs, backboard wall runs, back board wall runs to leaps and more backboard wall running(Mirror's Edge for IOS :D ).. eaaaasy.

making it look good with animation however... eh you need to be able to do good art. the OP can... i can't :D

If I had the artistic talent i could probably get a core engine for a Metroidvania in an hour :D

I love C2 :D

So when is Ghost Song coming out in full release. Demo's of early builds are painful when you get excited :)

However, as to the answer "should you switch" probably not. once you commit a lot of work. Sometimes it's just easier to finish once you hit the half way point.
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