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.