[Behavior] Hadoken input

Post your work in progress addons and get feedback

Post » Tue Aug 23, 2016 7:34 pm

Hi all!

I'm new in the forums and I'm a Construct 2 user just from 2 weeks ago.

I have coded a behavior which is very handy for me to debug my games and I just wanted to share with you. It is unfinished because it doesn't save its state and because it is only 2 days old.

The behavior is for detecting combination of keys (not just keys, but for the sake of simplicity...), just like the special movements of Street Figther 2.

You can try the first demo here. (You will need a keyboard!)

Please, don't hesitate to give me your feedback! :)

Thanks!

EDIT: It is open source and free of use. You can see the code here.
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Post » Tue Aug 23, 2016 8:06 pm

Welcome to Scirra.com and thanks for the behavior ;)
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Post » Tue Aug 23, 2016 8:38 pm

Thanks! :D
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Post » Wed Aug 24, 2016 1:00 am

Very cool, hope to see more from you.
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Post » Wed Aug 24, 2016 3:07 am

perfect for creating cheats :D
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Post » Wed Aug 24, 2016 8:34 am

I still have to work on functionality, like for example the classical "two seconds back, foward, punch", like the Guile Sonic Boom.

adcornaglia wrote:Very cool, hope to see more from you.


Thanks! I want to do more extensions to Construct 2, but I'm too newbie with it to have ideas that will be useful. I'm open to suggestions :)

MatheusCastellar wrote:perfect for creating cheats


Yes! As the good old "Down, R, Up, L, Y, B" from Super Nintendo Street Fighter 2 :D
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Post » Thu Sep 01, 2016 4:56 pm

Impressive, I'm happy to see options to diversify the gameplay.

I want to follow the news.
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Post » Fri Sep 02, 2016 11:36 am

Thanks! :)

I've been adding some new things in my repository: https://sourceforge.net/p/mchiz-constru ... HEAD/tree/
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Post » Wed Sep 07, 2016 3:00 pm

What are T1, T2 and T3? Tekken 1, 2 and 3? lol

I liked the fact that you could press right while holding down for the proper shoryuken motion.
What does this do for your game again? Did not understand its function with debugging.
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Post » Wed Sep 07, 2016 3:07 pm

These are Time 1, Time 2 and Time 3 :)

This example has proven very useful to me in game development, because sometimes you can't catch things at a normal speed. For the high speed mode, it is useful when you have to arrive to a certain point of the game very fast, for example.

Also, you can use a shortcut to show some sort of lame UI to present useful values that you want to change in realtime. Maybe the parameters of a effect. This way the artist can fine tune the parameters of the effect to achieve the desired result.

You can set a shortcut to go to each level (LEVEL1, LEVEL2, whatever), or enabling immunity to check the behavior of the enemies without worrying of being killed, ...
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