Generic Megaman Engine

Show us your completed creations made in Construct 2

Post » Tue Nov 12, 2013 12:02 pm

@gfigueroa
I've been back and forth with that project... I decided to not only make an engine, but a nice remake of Mega Man 2 (my favorite of the classic series right behing Mega Man 9) with a few tweaks from myself. Problem is, real life is always in the way, and I have more than one project going on at the same time. Maybe on summer vacation (end of the year for me) I'll have more time to update that project. I surely hope so!
Anyway, the link for the forum post is this (The game demo is on Scirra Arcade too, but it's too small). Thanks for caring!siks2013-11-12 12:04:23
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Post » Wed Nov 13, 2013 7:16 am

@gfigueroa

Some things in that capx can be updated and made better, like rather then have the Y Vector set to -1 to have megaman fall i could have used an expression like "player.Platform.VectorY-player.Platform.VectorY" which gives a more natural feeling rather then the -1 it is set to which kinda makes it feel like you are forced to the ground.

A few animation things i would have liked to touch up and make better, would probably use a 2 sprite method rather then one sprite so the upper body and legs would stay fluid and insure the run animation was consistent even when running and shooting.

another option would be to have a instance variable that held the frame number of the run and just on return to the run set the animation frame number to that variable IDK probably a better way to do it.

but for the most part i am still happy with how it turned out. needs work still but feels almost right.

the slide is what is off the most, i would like for it to have a check to make sure no solids are offsetting the player on top and keep you in a slide as long as you are offset the solid.

I also use a set player.x method for the slide this is a bad method of performing this action, I later learned a much better way using vectors and max speed increase rather then using the method i have here which is buggy and will raise you off the ground if you slide into the wall.

I made a more megaman X styled dash that would work with tweaks as a megaman classic slide if you want it uses vectors and you can change direction mid slide which is nice but you might have to disable jump i don't remember how megaman classics slide works completely off hand.

I might go back to this after i finish my current game, as my next game is more in the vein of classic megaman only with time controls, but never hurts to look at games that did the genre you are trying out right.
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Post » Wed Nov 13, 2013 6:44 pm

@baclog That is awesome, I will try to work on this during my free time and upload the capx :)
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Post » Wed Feb 19, 2014 1:03 pm

Hi... I downloaded both .capx files for this (the one in the first post and the one on page 2). It seems like the bug when you slide left is still there, sadly. Also there seems to be some major glitching when you get to the boss door, you may want to play with that a little. Also you said you added a charge shot, but I see no sign of one. Are you sure you updated with the version you intended to upload?


edit: I noticed something else. In the .capx, the mettaurs duck under their helmets when they get close to you, but in the play in browser link version, they don't.

Overall, this doesn't seem very polished... yet. I know you said you are new to construct, and it does show. but I would advise you not to give up. I saw a few good megaman engines for MMF and Game Maker but for construct this was all I could find, so I am really hoping you will continue to work on this! :)DialgaBrite2014-02-19 13:23:00
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Post » Wed Feb 19, 2014 9:46 pm

@DialgaBrite You should realize this was done over a year ago...
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Post » Thu Feb 20, 2014 2:07 am

BluePhaze wrote:@DialgaBrite You should realize this was done over a year ago...


Doesn't matter, I wanted to wish him luck anyway. :)
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Post » Sat Feb 22, 2014 5:01 pm

@DialgaBrite
While i appreciate the comment, I have pretty much stopped completely on this project, mostly due to my own projects taking up more time and effort.

I mainly used this as a means to teach myself construct 2, pretty much the first project i made after the basic tutorials.

I may comeback and fine tune this more as i finish up my current projects since my next game will be a side scrolling shooter and the learning experience will be once again meaningful for me.

as for the charged shot/slide fix differences i am not sure, i do know in the .capx i have on my computer has them, so i reuploaded the .capx (new file name to make sure the changes update) if you still want it here you go.

https://dl.dropboxusercontent.com/u/451 ... ever2.capx
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Post » Sat Feb 22, 2014 11:38 pm

thanks! though I found another bug relating to sliding. sometimes the slide ends while you're still under something and then you stand up while under a low wall and can't move.
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Post » Sun Feb 23, 2014 12:46 am

Yeah, the engine is no where near complete.

to stop the slide bug you are talking about, i planned to make a "slide detector" sprite which would be an invisible rectangle the size of the player hit box, (64,32 if i remember right) and from there just have the engine check if any solids are in collision with the detector if true set the "slide" variable on the player box to 1.

just never got around to doing it.

the megaman styled boss door camera needs to be overhauled completely as it is just a testament to how badly i did not understand camera function during the time i created this file.

i might work on this more today as i have some down time and you brought to my attention the file again and it just hurts seeing all the mistakes i made, also construct 2 has gained so many updates since the files creation.
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Post » Sun Feb 23, 2014 3:29 am

BACLog wrote:i might work on this more today as i have some down time and you brought to my attention the file again and it just hurts seeing all the mistakes i made, also construct 2 has gained so many updates since the files creation.


I would absolutely love that! <3
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