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Post » Wed Nov 28, 2012 12:16 am

@rekatsuko
yeah nice game
the graphics are special ...has a charm on his own

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Post » Wed Nov 28, 2012 9:37 am

@rekatsuko I love the background music. And you graphics have a homeless charm that I like too. Nice game :)
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Post » Wed Nov 28, 2012 3:59 pm

Hi guys =]
I'm creating a small game based on the mechanics from the SNES's Wild Guns.

this is my first test,with main player's mechanics almost complete :


Gameplay Test


Arrows - move the character/crosshair around
Z - Shoots
X - Jumps

Click on the screen to spawn a target and fire away.


You can double jump, and if you try to jump while shooting, you will perform a small dodge.
I'm aware that the idea of not being able to walk and shoot at the same time,or shoot in the air, might be a little annoying for some people , but the game works well with that concept of choosing wisely when to attack or when to perform your defensive maneuvers , wich are the jumps.

i'll be posting more this week ^^floko2012-11-28 16:00:35
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Post » Fri Nov 30, 2012 5:33 am



PLAY

i'v started this project a few hours ago to keep my learning process
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Post » Sun Dec 02, 2012 3:58 am

@valdarko That looks nifty.

Thanks guys! I want to make a game that isn't just about shooting this and that. Something that has emotion, and it's intended to look more anime-style.
Welcome to Caledonia.
http://www.nocturme.com/
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Post » Sun Dec 02, 2012 6:41 pm

@valdarko

one thing i really like about your game setup, is that is has active scene changes like one of my favs - 'flashback'.

not only does it transition to the next scene smoothly, it maintains whatever movement you were doing at the time of transition. like if you jump as you come to the end of one scene, you transition jumping 'into' then next scene at the same height, speed and trajectory.

was this something you did in events or does it happen because of how your scenes switch? i really like this effect, that is why i am asking. because i plan to use it in future games i want to make.
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Post » Sun Dec 02, 2012 11:58 pm

@rekatsuko thanx man, i rly appreciate it

@harrio the scene switch are squares objects with the same screen size (side by side) and i'm using the event: when Player is overlapping Square>system-scroll to(Square.imagepointX(0), Square.imagepointY(0)
this is clear or is a little confuse?valdarko2012-12-03 00:12:10
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Post » Mon Dec 03, 2012 1:24 am

ok @valdarko,

so if i understand correctly; you have a scene, and then you put a square over the scene the same size. when you move to another scene, it has a square on top of it too. so you scroll to the overlapping square, with the coordinates x=0,y=0

is that correct?
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Post » Mon Dec 03, 2012 1:37 am

hey @harrio

i think its correct. is like this:


the red squares are side by side, so when the character overlap the other side the screen change. i hope this helpvaldarko2012-12-03 07:25:11
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Post » Mon Dec 03, 2012 2:32 am

aaah yes,

this is what i thought it was. very good.

thank you.
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