Metroidvania Game Kit (Templates)

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From the Asset Store
Background Story generation templates. See the Arcade demo.
  • Great stuff!

    Just a question:

    I will like to know what kind of programming/scripting knowledge do I need for build my own levels, customize it and ultimately create my game.

    Im not a programmer but an artist so will love to pick it up if its affordable enough for me

    Thanks!

    This kit is aimed more at intermediate Construct 2 users but I've gotten a lot of great feedback from complete beginners as well. No external programming/scripting is required for anything in this kit, just C2's events. As for building your own levels, you literally just add new camera zones, tilesets, and door objects in the layout editor, then a little mini-map square. Almost every single event is heavily commented so it should be pretty easy to pick up and figure it all out, but you should familiarize yourself with Construct 2 first of course!

  • Hi, I bought your kit, but it does not have that water effect <img src="{SMILIES_PATH}/icon_e_sad.gif" alt=":(" title="Sad">

    Please upgrade your kit with this water effect in the lava, or else send me that beautiful effect, please! Thank you very much!

    Subscribe to Construct videos now
  • Hi, I bought your kit, but it does not have that water effect <img src="{SMILIES_PATH}/icon_e_sad.gif" alt=":(" title="Sad">

    Please upgrade your kit with this water effect in the lava, or else send me that beautiful effect, please! Thank you very much!

    Subscribe to Construct videos now

    That water "system" was not advertised anywhere for this game kit, just the lava which was seen in the video and the "Hot Lava (Ouch!)" in the feature list which was just a little joke. (The lava is in there and has some FX, but not what is seen in the ZM Engine video.)

    It's a pretty advanced particle system that I'd rather not include in this kit, but might sell separately with more features and heavy commenting. Sorry!

  • Greetings...

    I have some quick questions about your kit. Let's go...

    1 - I see in the video an option to change the character armor. This system is inside of th kit?

    2 - About the room and the map hud: If I make a room, I have to make manually the same room in the map hud?

    3 - The kit looks awesome, and make a good motivation to buy with the Construct 2. But after the release of the Construct 3, you want ot make your current kit compartible with Construct 3 or make a whole new, updated kit only for Construct 3? (Asking, because I have no problem to export, but can be nice to have your opinion as develeper of your kit)

    Thanks

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  • Greetings...

    I have some quick questions about your kit. Let's go...

    1 - I see in the video an option to change the character armor. This system is inside of th kit?

    2 - About the room and the map hud: If I make a room, I have to make manually the same room in the map hud?

    3 - The kit looks awesome, and make a good motivation to buy with the Construct 2. But after the release of the Construct 3, you want ot make your current kit compartible with Construct 3 or make a whole new, updated kit only for Construct 3? (Asking, because I have no problem to export, but can be nice to have your opinion as develeper of your kit)

    Thanks

    1- Yes. The armor is an upgrade that protects the player from lava, changes his accent colors from orange to red, adds an item tab in the sub-screen, and is included in the save data so you don't lose it and so the item doesn't show up again after being collected.

    2- Yes the minimap is built in a separate layout. It only takes a few seconds to add a new room and you can put icons or text or other extras in it too.

    3- The game kit should be 100% compatible with Construct 3 already!

  • Why is GameRooms layout size 10,10? I want to have bullets destroy when they leave the layout (so the player can also shoot 3 bullets at a time) so 10, 10 wont do as they would destroy instantly. Should I just change the layout size to the size of game map?

    edit: Destroying Projectile when its not on-screen instead of when it's not on layout worked for the bullet limit

  • Haven't been able to use Construct in a long while and I'm having some trouble remembering stuff. Anyone more experienced with this want to give a step-by-step on how to make a new map + minimap with this? I was able to edit the GameRoom map but I'm not sure about all the steps you need to take when starting from scratch...

    Edit: So this is what I got this far: Add roomgrid to Grid layer, background to background layer, tiles to their layers, door left and right, roomzone to roomzone layer. This seemed to work. Do I need to add controller menu and controlle rooms and on what layer? Then I drew the new room on the minimap. Am I missing anything or is that it?

  • Why is GameRooms layout size 10,10? I want to have bullets destroy when they leave the layout (so the player can also shoot 3 bullets at a time) so 10, 10 wont do as they would destroy instantly. Should I just change the layout size to the size of game map?

    edit: Destroying Projectile when its not on-screen instead of when it's not on layout worked for the bullet limit

    The layout is 10,10 because I have "Unbounded Scrolling" enabled, making the layout size irrelevant. You will have to check if objects are off-screen instead of outside the layout like you said, though.

    Haven't been able to use Construct in a long while and I'm having some trouble remembering stuff. Anyone more experienced with this want to give a step-by-step on how to make a new map + minimap with this? I was able to edit the GameRoom map but I'm not sure about all the steps you need to take when starting from scratch...

    Edit: So this is what I got this far: Add roomgrid to Grid layer, background to background layer, tiles to their layers, door left and right, roomzone to roomzone layer. This seemed to work. Do I need to add controller menu and controlle rooms and on what layer? Then I drew the new room on the minimap. Am I missing anything or is that it?

    Yep, that's it. A new room is nothing more than a roomzone and a minimap tile. You only need 1 room_controller - it just stores and handles the room transition variables and such. The controller_menu does the same, but you need 1 per menu.

  • Has anyone been able to make the Worm enemies walk on ceilings? I've been at this for hours and it's just not happening O_o. I can make them stick in the ceiling by flipping the sprite and changing the gravity but they just won't move

  • JouBqa The worms have a simple "patrol" behavior to walk back and forth on platforms. To have them work on ceilings you'd not only need to reverse the gravity but change the y collision offsets to negative values and probably their hotspots too. There is a "Metroid Zoomer Behavior" .capx on the forums somewhere that can have them scale walls, floors, and ceilings alike if that's what you're going for. A quick search should bring it up. Hope that helps!

  • JouBqa The worms have a simple "patrol" behavior to walk back and forth on platforms. To have them work on ceilings you'd not only need to reverse the gravity but change the y collision offsets to negative values and probably their hotspots too. There is a "Metroid Zoomer Behavior" .capx on the forums somewhere that can have them scale walls, floors, and ceilings alike if that's what you're going for. A quick search should bring it up. Hope that helps!

    If it's this one the link doesn't work anymore:

    I'll try... something

  • JouBqa Did you try this one?

  • JouBqa Did you try this one?

    Thanks!

    Another question, how do I change the text on the subscreen item tabs?

    Also couldnt get my own animated sprite to work in place of the subscreen wireframe sprite. It was just blank or in the wrong place (eventhoug I made it the same size and same origin and collision). I then just added the sprite to the subscreen background image itself instead. Not animated but works ok like this

  • > Why is GameRooms layout size 10,10? I want to have bullets destroy when they leave the layout (so the player can also shoot 3 bullets at a time) so 10, 10 wont do as they would destroy instantly. Should I just change the layout size to the size of game map?

    >

    > edit: Destroying Projectile when its not on-screen instead of when it's not on layout worked for the bullet limit

    > he layout is 10,10 because I have "Unbounded Scrolling" enabled, making the layout size irrelevant. You will have to check if objects are off-screen instead of outside the layout like you said, though.

    Kind of having a problem with this. I want the player to die when he falls into a hole. But can't use "outside layout" because of this and "is not on-screen" kills the player instantly when the game starts...?

    EDIT: Player_Base Y > RoomZone.BBoxBottom seems to work. Though the death explosion animation doesnt work right then

  • JouBqa Yeah that's one downside to having the rooms right next to each other and on the same layout. "Is not on-screen" is probably killing the player in the beginning because it doesn't exist on the first tick - it has to be created at the position of the Player_Spawn object first. So to use that you would have to check if it exists first.

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