Copy Girl - Megaman inspired platformer

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Post » Sat Mar 29, 2014 10:35 pm

But then when I animated it I ignored that limitation for better aesthetics


I think we can let that slip ;)

Be sure to keep posting updates!
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Post » Sun Mar 30, 2014 4:44 am

@7Souli love te style and the gameplay =D
Last edited by ffman22 on Sun Mar 30, 2014 6:40 am, edited 1 time in total.
Carlo Andrei Mercado

Animator, illustrator, concept artist, special effects for games.

[email protected]

http://f-fman.wix.com/portfolio-ffman22

http://ffman22.deviantart.com/



tutorials:



https://www.scirra.com/tutorials/950/dynamic-mini-map dynamic-mini-map tutorial



https://www.scirra.com/tutorials/9479/p ... ing-damage falling damage platform tutorial



originally published by ffman22
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Post » Sun Mar 30, 2014 5:17 am

@7soul beautiful!!!!!
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Post » Sun Mar 30, 2014 2:28 pm

Awesome! Instant mental warp to NES days! This project is looking great, and looks to be a lot of fun filled action, much like the series from back then.

Will this be level oriented or more free roam like some of the newer mega man type games?
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Post » Thu Apr 17, 2014 9:50 pm

This looks great! I know that isn't very constructive... haha but still. Great job!
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Post » Sat Apr 19, 2014 2:34 am

Question: are you limiting the frame rate somehow? Because I need to do that for a couple of projects and haven't started to check how to.
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Post » Sat Apr 19, 2014 10:40 am

Looks brilliant!
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Post » Sun Apr 20, 2014 3:19 am

Can't wait to play it. It looks great. I have been working on a mega man like platformer myself. Do not have the artistic skill like you though so my game is just a random compile of images so far, but I got the game's core mechanics down and a playable first level.
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Post » Sun Apr 20, 2014 9:31 am

Looking forward to this. You got some demo?
I got a game that you multiply, breath fire with two heads and brawl foes to oblivion with your clones: http://www.newgrounds.com/portal/view/660664 (use Chrome on Windows for best performance)

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Post » Mon Apr 21, 2014 2:08 am

notnsane wrote:Question: are you limiting the frame rate somehow? Because I need to do that for a couple of projects and haven't started to check how to.

No. They added the possibility to do so in some version, but it turned out it caused more problems than it was worth. So I don't know if you can do that now

keroberos wrote:Looking forward to this. You got some demo?

Demo will take some time
I'm adding 2 player and controller support so my code became a mess :?
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