How do I recreate this in Construct 2?

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Post » Sun Nov 09, 2014 4:01 pm

Does anyone know how to translate MMF2 events into Construct 2?
I would do it myself but it's too bloody confusing, I can't seem to find any reference or anything.

If you know how to do this but can't be bother, can you tell me how to do it? What symbols mean what etc

sc.png



Basically that should end up looking like this (this was made in Construct2 but it's the same as the one in MMF2)

Metroid ZM Engine Construct 2 Metroidvania Prototype - YouTube.mp4.gif


It uses lerp and lerp clamps(?), this is a direct qoute: "Samus & associated objects utilize the persist behavior so she retains her exact state between rooms. They are positioned after a room transition based on paired door IDs, as is the camera."

I'd really love to know how to recreate that for my own game, currently I use a zone based camera from this tutorial https://www.scirra.com/tutorials/747/zone-based-camera-movement

Can anyone please help me? This has been tormenting me for months on end.
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Post » Sun Nov 09, 2014 4:46 pm

Unfortunately it's hard to describe how I did all of that without showing any code. I did my best in the video description.

I am thinking about making a "Metroidvania Game Kit" to put on the Scirra store that will help people develop such games, but it's going to take some time.
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Post » Sun Nov 09, 2014 6:21 pm

Oh wow I didn't expect you to show up here (mostly cause I PMed you about it and never got a reply),

Any chance you might privately send me a .capx with an example of the doors or possibly the whole thing? I could paid if it's not expensive.

I'm a real big fan of your games, I tried to find Minitroid but it's impossible.

Thanks for the reply!
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Post » Sun Nov 09, 2014 7:32 pm

lol oh, sorry. I don't check my PM's often.

As I mentioned in the description, I don't think sending the .capx would be helpful. There are numerous systems tied together to make this work, and even I had a hard time doing anything with it. This .capx in particular is not very well commented either, as it was not meant to be shared. If I decide to do this game kit it will be very well commented and include a video demonstrating how the layouts, rooms, mini-map, HUD, subscreen, save data, etc. work together.

Sadly these layout-based systems like C2, CC, MMF, GM, and Stencyl have simply aren't good for metroidvanias or open-world games. You really need to make custom editors for them to dynamically manage chunks of the world. I discussed this with Ashley and unfortunately he expressed little interest in anything of the sort. Layouts are too ingrained in the editor anyway.

Also there is a new link for the Minitroid tech demo in the trailer description.
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Post » Sun Nov 09, 2014 9:01 pm

I honestly wouldn't mind getting it without comments, if you do eventually release it as a kit I'll buy it faster than humanly possible. At the very least I'd like to be able to study it, maybe I might even make sense of it. Construct 2's events aren't illogical. Also I could always systematically turn event groups on and off to see which does what.
If you do send it, if you want I can put you in the credits as co-developer of the game, because right now I'm getting nowhere.

Even though Construct 2 has no "programming" in the form of script writing, I still think that you have to have knowledge of scripting. From what I've seen all of the games so far that are being showcased and held up real high are by people who have experience writing code. Out of the engines I've tried (Unity, Game Maker, Stencyl, some other really weird one and MMF 2.5 free) Construct 2 has been the only one where I've actually made progress yet I'm still limited by not having knowledge of scripting. But there is a difference between actual scripting and these events, if you look at code and have no prior knowledge of code you'll never get it but with events its not that extremely complicated. Construct 2 is literally the only engine I've tried and used where I didn't have to constantly look at tutorials and youtube explanations (at least until now for a specific thing) as opposed to say Unity where every single thing I wanted to do had a 40 minute tutorial with extra 30 minutes explaining C#.
Tried Stencyl for a few months, not the most user-friendly engine out there.

I just really need some help, please?
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Post » Tue Nov 11, 2014 4:28 am

Any chance at all?
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Post » Tue Nov 11, 2014 8:13 pm

I wouldn't bother trying to translate MMF2 events over to C2. Try to recreate it from scratch. Start a new capx with a few placeholder sprites, do as much as you can, post it here and tell us which particular thing you're stuck on. I'm sure you'll get a quicker response.

In the gif I see:
Run into door
Fade to black
Slide door across screen
Load next layout
Fade in

How much of that can you do?
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Post » Tue Nov 11, 2014 10:54 pm

Thanks for telling me to not waste my time trying to translate MMF2 events.
I'm currently making the .capx

From the list you showed I can do;
Run Into Door
Load Next Layout


I look at a tutorial for fading out and in to layouts but it uses effects, it also means that the game will keep going on while it's taking place so I can't use that.

I'll post the .capx here when I'm done.
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Post » Tue Nov 11, 2014 11:14 pm

This was the best I could do.

transitioning fail.capx


If I remove the fade in and fade outs I can get the player to spawn as a new object on the next layer.
But then it's something like this;

On Player Overlap Door | Destroy Player - Go to LayOut2 - Spawn Player
(I set up instance variables to have him appear in front of the door)

I'd really like help with this if possible. Currently I think that Tokinsom is my only real hope of solving this, mostly because he has the answer to it.
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Post » Wed Nov 12, 2014 12:47 am

Ok here's a start:

I used a sprite with fade behavior instead of effects for the fading. I put a detector sprite inside the door so that the player has to go all the way in before the layout change triggers. I gave the door bullet behavior to move it. And I made the player global so it appears on the next layout.

Still to do:
Position the player correctly by the door at start of layout
Go back in the other direction

transitioning fail.capx
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