Project Metroidvania

Show us your completed creations made in Construct 2

Post » Mon Feb 11, 2013 4:00 pm

Great animations, can't wait to see it once you pick it back up.
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Post » Tue Feb 12, 2013 2:40 am

[QUOTE=UberLou] Hey guys thanks for the comments. I've worked on this a bit more, but I've put it on hold until Spriter releases and works well with C2. The animations have gotten very heavy and I want to keep them looking fluid rather than cut out frames.

@StrangeDos - To change layouts, I just have 2 hidden objects. A door object that sends the player to the next layout when they collide (the door has a variable with the name of the next layout). There's also an invisible spawn point on the next layout that the player spawns on

[/QUOTE]

How do you get the player sprite to spawn in the right spot on the other layout? Cause hell if I could figure out how to do that!

Also I really dig the concept here!
MOO
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Post » Tue Feb 12, 2013 3:44 pm

@StrangeDos - A few people have asked me this. I'll make a tutorial about it when I get some time.
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Post » Sun Feb 17, 2013 8:22 am

Hey this is an amazng game so far.

quick and dirty toughts:
- i would like air dash
- better walking animation - speed is to high for the legmovement
- if i hit attack and when i am pressing (still attaking) the other arrowkey its still attaking in the first direction
it would make it easier if the direktion of the arrows would overwrite the attack oritaion. makes that even sense
-make easier jumps and exploration in the beginning
-jumping and attacking feels great.
- i like the art direction so far.
-do more with lighting in the environment dark caves sunbeams through the woods etc etc
- reminds me of dustforce and thats awesome


sorry for all the mistakes but im dead tired.
and thank you for your hard work
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Post » Sun Feb 17, 2013 11:53 pm

I think I have figured out how to spawn the player in a particular spot depending on where he came from. I set some global variables (PlayerX and PlayerY) and every time the player is colliding with a door sprite that will lead to a certain room, I have the global variables set to the coordinates of the target spawn point.
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