HL2D (Redone)

Post your Construct-made creations!

Post » Mon Jan 05, 2009 6:04 pm

Hi I've totally redone my game HL2D. It's in very early stages and I'm wondering what you think what I can improve or add? I will be adding more weapons, enemies, levels and better sprites later on. It's basically 2d Sidescroller shooter, Half-life themed. I might change the theme later on though.
http://deta12.com/hl2d.html
B
4
S
2
G
4
Posts: 164
Reputation: 2,178

Post » Mon Jan 05, 2009 6:13 pm

look cool and fun but need some major touch up to call it a game.
-Climbing ladder is really frustrating and hard.
-freeman-zombie are wayyy to fast ;D
-level is empty but i guess you already now this one
-Where are da headcrab!! no Headcrab no HL !

sweet start. best of luck mate
B
2
S
1
G
4
Posts: 114
Reputation: 1,528

Post » Mon Jan 05, 2009 6:29 pm

[quote="Border":1fzp594c]look cool and fun but need some major touch up to call it a game.
-Climbing ladder is really frustrating and hard.
-freeman-zombie are wayyy to fast ;D
-level is empty but i guess you already now this one
-Where are da headcrab!! no Headcrab no HL !

sweet start. best of luck mate[/quote:1fzp594c]
Thanks for comments, how could I make it easier to climb the ladders? I will see about the zombie's speed. The level just temporary and it's not going to be in the full game. I will also add headcrabs in when I have time.
B
4
S
2
G
4
Posts: 164
Reputation: 2,178

Post » Tue Jan 06, 2009 8:05 am

You must have some condition or loop that causes the character animation to toggle angle back and forth between 0 and 180. Recheck your logic for events that change the angle and maybe you can track down that "spaz out" bug. Hard to diagnose without a .cap file.
B
3
S
2
G
4
Posts: 271
Reputation: 2,017

Post » Tue Jan 06, 2009 4:32 pm

Yea I've been trying to sort that problem
http://deta12.com/downloads/scirrahelp/HL2Dv0.3.86.cap
B
4
S
2
G
4
Posts: 164
Reputation: 2,178

Post » Tue Jan 06, 2009 7:10 pm

Thanks for posting cap.

By the way I just noticed a "bug". When you stand here:

you can't shoot the SMG. I think it's because the image point for the Arm sprite is located at the hand instead of at the tip of the gun barrel. So whenever the player's hand is overlapping a terrain piece the bullets are destroyed.

For the spaz out bug: Set the animation angle when the 'a' and 'd' keys are pressed instead of the "overlaps rightside/leftside" conditions.


For the ladder climbing: Maybe when you're standing by the ladder you could press 'f' to get on the ladder instead of 'e'. And if you jump through the air and land on the ladder maybe you could automatically stick to it. I can't remember exactly how ladders worked in HL.
B
3
S
2
G
4
Posts: 271
Reputation: 2,017

Post » Tue Jan 06, 2009 8:28 pm

[quote="stainsor":2z7eq0lx]By the way I just noticed a "bug". When you stand here:
you can't shoot the SMG. I think it's because the image point for the Arm sprite is located at the hand instead of at the tip of the gun barrel. So whenever the player's hand is overlapping a terrain piece the bullets are destroyed.[/quote:2z7eq0lx]

That's not the reason. I set it to stop firing if it's overlapping a solid.

[quote="stainsor":2z7eq0lx]For the spaz out bug: Set the animation angle when the 'a' and 'd' keys are pressed instead of the "overlaps rightside/leftside" conditions.[/quote:2z7eq0lx]

I did set it like that before but his arm could go all the way around which made the arm look broken.

[quote="stainsor":2z7eq0lx]For the ladder climbing: Maybe when you're standing by the ladder you could press 'f' to get on the ladder instead of 'e'.[/quote:2z7eq0lx]

I really don't see what difference that would make

[quote="stainsor":2z7eq0lx]And if you jump through the air and land on the ladder maybe you could automatically stick to it. I can't remember exactly how ladders worked in HL.[/quote:2z7eq0lx]

I'll might add that see if it works well.

Thanks for the comments.
B
4
S
2
G
4
Posts: 164
Reputation: 2,178

Post » Wed Jan 07, 2009 4:41 pm

[quote="Casho":1h63699o]I set it to stop firing if it's overlapping a solid.[/quote:1h63699o]

It just seems odd if bullets don't come out while the barrel of the gun is not obstructed.

[quote="Casho":1h63699o]I did set it like that before but his arm could go all the way around which made the arm look broken.[/quote:1h63699o]

Maybe like in this pic. This will enable you to backpedal and avoids the broken arm effect.



Crowbar is still buggy though.
B
3
S
2
G
4
Posts: 271
Reputation: 2,017

Post » Thu Jan 08, 2009 6:56 pm

New version has been uploaded.
[quote="stainsor":2hmb7hns]
It just seems odd if bullets don't come out while the barrel of the gun is not obstructed
[/quote:2hmb7hns]

Yea I'll fix that in the next build

[quote="stainsor":2hmb7hns]
Maybe like in this pic. This will enable you to backpedal and avoids the broken arm effect.



Crowbar is still buggy though.[/quote:2hmb7hns]

Thanks for that the spazzing is sorted now.

I have a annoying bug where scanner sometimes comes towards you when not on screen. I just can't work out why.
B
4
S
2
G
4
Posts: 164
Reputation: 2,178

Post » Fri Jan 09, 2009 12:39 pm

Just a quick question, how did you make it wait when you reload the smg?

Good luck with this, it's looking good so far.
B
3
S
1
G
3
Posts: 105
Reputation: 1,312

Next

Return to Your Creations

Who is online

Users browsing this forum: No registered users and 2 guests