Generic Megaman Engine

Show us your completed creations made in Construct 2

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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Post » Sun Feb 23, 2014 4:29 am

Awesome, thanks for sharing this!
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Post » Sun Feb 23, 2014 2:51 pm

For the record, in case you're wondering, I MIGHT consider using this as a base for my own game... if it's improved somewhat. I'd be sure to credit you. And I'd probably replace Megaman with a different protagonist, such as someone from Rosenkreuzstilette.
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Post » Sun Feb 23, 2014 11:35 pm

DialgaBrite wrote:For the record, in case you're wondering, I MIGHT consider using this as a base for my own game... if it's improved somewhat. I'd be sure to credit you. And I'd probably replace Megaman with a different protagonist, such as someone from Rosenkreuzstilette.


By all means go ahead.
I made this as a means to help people get an idea of how to do such actions in a game, less than just swapping images and sprites and more of a learning point, hence all the explanation in the event sheet.

my original hope was to remake a level from a classic megaman game in c2 but as i worked on this (probably 8 or 9 hours of work has gone into this engine currently) I realized i would need to replay the classic megaman games more to get a better feel of the game mechanics. I love looking at games i enjoy and playing them again with this new found angle of approach.

in the past i would just play the game for enjoyment now i play the game for enjoyment and as a learning experience.
i pay attention to enemy placement, to the paths available on screen, to all the small visual cues that make the game feel more and more polished.

i have issues finding the right values for megaman's move and jump speed/strength.

also i think i used an event that has on release of jump to set the players y vector at -1 when i should have used "player.platform.vectory-player.platform.vectory" so it just sets the player to fall and removes all upward inertia.

either way lots of little things have changed since i made this.
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Post » Mon Feb 24, 2014 1:59 am

BACLog wrote:
DialgaBrite wrote:For the record, in case you're wondering, I MIGHT consider using this as a base for my own game... if it's improved somewhat. I'd be sure to credit you. And I'd probably replace Megaman with a different protagonist, such as someone from Rosenkreuzstilette.


By all means go ahead.
I made this as a means to help people get an idea of how to do such actions in a game, less than just swapping images and sprites and more of a learning point, hence all the explanation in the event sheet.

my original hope was to remake a level from a classic megaman game in c2 but as i worked on this (probably 8 or 9 hours of work has gone into this engine currently) I realized i would need to replay the classic megaman games more to get a better feel of the game mechanics. I love looking at games i enjoy and playing them again with this new found angle of approach.

in the past i would just play the game for enjoyment now i play the game for enjoyment and as a learning experience.
i pay attention to enemy placement, to the paths available on screen, to all the small visual cues that make the game feel more and more polished.

i have issues finding the right values for megaman's move and jump speed/strength.

also i think i used an event that has on release of jump to set the players y vector at -1 when i should have used "player.platform.vectory-player.platform.vectory" so it just sets the player to fall and removes all upward inertia.

either way lots of little things have changed since i made this.



It sounds like you are a friendly person who is following their dreams quite nicely. Good luck working on this in the future! :)
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Post » Mon Feb 24, 2014 2:41 pm

@DialgaBrite You mentioned that you might make a game based on this if it were improved. The point of its creation was to help others to start learning to do their own in C2. You have everything you need to use this as a base and make any improvements you want to it. BACLog has stated he is no longer working on this. This is your opportunity start adding your own functionality to fit your needs instead of waiting for someone else to do the work. Otherwise it just ends up sounding like you don't want to do any work and expect someone else to build your game for you. This is already a great base to build from. BACLog has already laid the groundwork, lets see what great creation you can build from his example! I look forward to seeing your work.
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Post » Mon Feb 24, 2014 4:32 pm

BluePhaze wrote:@DialgaBrite You mentioned that you might make a game based on this if it were improved. The point of its creation was to help others to start learning to do their own in C2. You have everything you need to use this as a base and make any improvements you want to it. BACLog has stated he is no longer working on this. This is your opportunity start adding your own functionality to fit your needs instead of waiting for someone else to do the work. Otherwise it just ends up sounding like you don't want to do any work and expect someone else to build your game for you. This is already a great base to build from. BACLog has already laid the groundwork, lets see what great creation you can build from his example! I look forward to seeing your work.



Honestly, I am a little put off by your reply, as well as the other one you left pointing out how old this is. I was silent last time, but now I am going to speak up for myself. The TC has made it clear he may very well continue working on this. And actually, I really would prefer it to be a little more polished before I use it, otherwise I would have too much trouble fixing it. you are talking like you think you know me, like you think fixing it would be easy enough for me. Making games can be really overwhelming for me, and it would therefore be nicer if the base was more polished. But I really shouldn't have to be defending myself from your uneccessary and slightly hurtful comment. You didn't have to butt in there, me and the TC were having a rather friendly discussion and you just changed the vibes and the mood to a negative one. I hope you will apologize. :)
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Post » Mon Feb 24, 2014 4:48 pm

@DialgaBriteI apologize if you were offended. We tend to get a great deal of posts in the forum that end up turning into requests for others to do a great deal of work for someone elses game. Each of your replies mentioned that you might use it if BACLog made more changes to it after it was stated that he is no longer working on it. This gave the impression that you would rather have him do the work than to improve upon his example yourself. As this does not seem to be your intention I apologize. You would be amazed at home many threads we get that degrade into someone simply expecting others to do their work for them, so I may be bit zealous in trying to head these off at the pass so to speak.
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Post » Mon Feb 24, 2014 4:56 pm

BluePhaze wrote:@DialgaBriteI apologize if you were offended. We tend to get a great deal of posts in the forum that end up turning into requests for others to do a great deal of work for someone elses game. Each of your replies mentioned that you might use it if BACLog made more changes to it after it was stated that he is no longer working on it. This gave the impression that you would rather have him do the work than to improve upon his example yourself. As this does not seem to be your intention I apologize. You would be amazed at home many threads we get that degrade into someone simply expecting others to do their work for them, so I may be bit zealous in trying to head these off at the pass so to speak.


I see. I feel a little better now. It's not like I want him to make my whole game for me. It's just that Game Maker and MMF have some open source Megaman engines that are more complete and less buggy than this. And since I want to use Construct and not GM or MMF, I am hoping this will turn into something on the same level as those. The key word is "hoping". If he doesn't have the time or doesn't want to I understand. But he did just say he might work on it again. :)

For the record (forgive me if this is seen as advertising, that's not my intent), here's an example of my work and skill level: http://biancagames.com/spiritia.htm
It's made in MMF. I didn't use anyone else's game as a base to make it, actually. Though it does lack quite a bit of platform game elements... there aren't any moving platforms, not many different kind of puzzles or traps.... it's just generic platform hoping mostly and the enemies don't really behave differently from each other. So in addition to using another game as a base, I kinda also want to learn how certain things are done by looking at how its made. Not to mention it will help me learn things I have already done in MMF... how to do them in Construct instead.
Last edited by DialgaBrite on Mon Feb 24, 2014 5:07 pm, edited 1 time in total.
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Post » Mon Feb 24, 2014 5:07 pm

Once I get through my current projects I may post some more tutorials that cover megaman style movement as well. I have done a great deal of work on wall jumping and wall sliding, air dashing, etc... for one of my current games that may come in handy for others... I just have to find more free time :)
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