Generic Megaman Engine

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Post » Sat Feb 09, 2013 3:06 am

UPDATE:
Saturday February 22 8:03AM

I guess the version with the charged shot did not ever get uploaded correctly so i have gone ahead and dig out the old file after seeing a comment posted 2 days ago.

this version also has an updated slide mechanic although it is not functioning how i want it to and its been so long since i worked on this i have no idea what is stopping it from working correctly.

the main issue with the slide mechanic is that in order for it to function correctly you have to have a simulated button press as well as the Xvector being set which is confusing to me since almost every other slide mechanic i have made since i worked on this uses the vectors being set and changing the max speed value temporarily to make the player move left or right.

even my old example of megamanx style dashing works on this same concept (even has essentially the same events) yet this version has something holding it up.

either way here is the file

https://dl.dropboxusercontent.com/u/451 ... ever2.capx

and just for whatever here is the megaman x style dash example.

https://dl.dropboxusercontent.com/u/451 ... 0dash.capx

Also, work on this is halted and has been for almost a year.




Original Post


Started working on a generic megaman clone today spent about an hour or two on it. most of the event sheet has annotations to explain and help others understand it.

controls are arrow keys Z and X, if you press down and z you will do a slide.

Play in browser:
https://dl.dropbox.com/u/45198/megadude/index.html

Download the .capx
http://dl.dropbox.com/u/45198/Megadude.capx

I know there are a lot of bugs and most of it is just generic, but for the most part it feels right.

all started because i saw someone ask how to make a jump similar to megaman in construct. kind of got carried away.

would love to hear what others would have done over my messy idea.

I am fairly new to construct so a lot of my logic is learning as i go.
Last edited by BACLog on Sat Feb 22, 2014 5:12 pm, edited 2 times in total.
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Post » Mon Feb 11, 2013 7:40 pm

Awesome work! Checking out your CAPX now. Been thinking of doing a slide move, I have double jump and wall jump down, next will be a Dash and an Air Dash...
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Post » Mon Feb 11, 2013 7:53 pm

Just figured I would give a bit of feedback or food for thought.

I love the slide but I am pretty sure there may be a more efficient way to do it. If I get time this week I will see if I can come up with a more simple version that keeps all the functionality. I also love the jump behavior of setting Y to 1 when they let go, that really does give it that nice controlled feeling to your jumps, just like in megaman! Great job with that bit of logic.

Try to use every tick as little as possible. Most of the things you are doing in it can be done using the pin behavior. This allows you to pin object to eachother without having to explicitly use the every tick check. I avoid it where ever possible to cut down on the overhead of the checks being made. Try to use events whenever possible so that your code, etc... does not fire unles that event occurs.

Loving what you have done so far, keep it up! If you need any help on double jump or wall jumps, check my tutorials.
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Post » Tue Feb 12, 2013 12:01 am

Thank you for the feedback BluePhaze, I appreciate it greatly. I am still new to the program and have no prior programming experience, so everything is just from me using the program and trying things as I go.

I do have a question about the every tick event.
When trying to make something move like i do with the teleport in animation and the slide, how would i do that without every tick. I guess I could use bullet behavior as well which i thought to use before. but I felt i got more control over how much the sprite moved by controlling the exact pixle per tick.

Another question I have is the term event you used in the end of your post the "try and use events whenever possible" portion do you mean functions? or where you just referring to the event sheet, or am I missing something completely?

Anyway I really enjoyed reading your opinion on the work I have done.
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Post » Tue Feb 12, 2013 1:32 am

I was referring to events in the event sheet that happen in response to something, or they may be called conditions. Instead of constantly testing for something, you can simply create a condition like:

On Z pressed:

If down arrow is pressed Slide

Else

Jump

That way every tick it's not testing for your condition. When you hit the Z key, it checks to see if the other conditions are true, then reacts. That way when the Z key is not being pressed, you are not wasting processing by looking for it.


Some types of events are triggered by certain things happening like key presses. For these you don't have to check every tick. Every tick should be used as little as possible. The more things that run every tick, the more your code has to check for and it doesn't scale well once you start getting multiple enemies, etc...BluePhaze2013-02-12 01:36:08
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Post » Tue Feb 12, 2013 2:42 pm

BluePhaze,
I appreciate all the feedback you have given me.
I have updated the .capx to reflect all the suggestions you have made as much as possible.

I no longer have any "every tick" commands. I also removed some redundant events.

still plays the same just slightly different event sheet flow.

I am running into a constant problem, And I do not understand it at all. Whenever I collide with anything while sliding to the left (only happens when sliding to the left and not the right) the player will "climb" whatever he is colliding with, be it a wall or the enemy. when colliding with the same object on the right it functions normally and he just stops moving forward.

Any idea as to why this is happening? I have gone over the events many times I cannot find anything which would do that.

How the slide portion of the event sheet looks right now.
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Post » Tue Feb 12, 2013 3:02 pm

Not quite sure on that one. Usually I see stuff like that when the origin points for pinning object together are wrong or if the players collision polygon changes during the animation. If I get time when I get home tonight I can try and see if I can find the issue.

On another note, I haven't looked at the updated CAPX yet since I am at work, but you may want to try using the pinned behavior instead of setting the objects x, y coordinates to another object. I may be remembering this wrong, but I thought you were using the x, y coordinates to stick objects to eachother...
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Post » Wed Mar 06, 2013 3:29 am

Nice, there are some bugs indeed but it's pretty functional so far. You did have some neat ideas there. For now, I think you should focus on (1) Megaman's movement and animations and (2) Making your code more efficient, like BluePhaze says.

I'm doing a MegaMan X Engine! Check it out!
http://www.scirra.com/arcade/example/3693/megaman-x-engine-beta
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Post » Wed Mar 06, 2013 5:50 am

[QUOTE=siks] Nice, there are some bugs indeed but it's pretty functional so far. You did have some neat ideas there. For now, I think you should focus on (1) Megaman's movement and animations and (2) Making your code more efficient, like BluePhaze says.

I'm doing a MegaMan X Engine! Check it out!
http://www.scirra.com/arcade/example/3693/megaman-x-engine-beta
[/QUOTE]

what about his animations and movement need work? for the most part it feels about right, speed adjustments are necessary and maybe jump strength.

the code is fairly efficient, all of the points he made I have done long ago.

I have solved the slide problem since this was last posted. lots of help from the how do i section, many new ideas, all worked extremely well.

anyways this was more to just get a feel of what making a megaman like game would be like, i have a puzzle game and a platformer without shooting i am working on right now that take precedence, I do like to use what i learn in test engines like this project so i may return to it with a more megaman style slide action (cant stop sliding if under low space) and better more megaman like enemies and levels. i hope to just remake cutman's stage 1:1.
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Post » Wed Mar 06, 2013 2:14 pm

Very nice, have much potential to be a great MegaMan game!
Continue on it!
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