staleevolution's Recent Forum Activity

  • CuriousTaco I will attempt to give it a try. Right now, I'm stuck on trying to make my player with platform behavior to go from walk to run. I would like to have the player press down on the right button and he walks and when you want the player to run you release the button, but within x amount of time, you press and hold down the button again and it triggers the run.

    I've been adding variables so it adds or subtracts on button presses, and if it reaches a certain number it should trigger player to run. The variables work (looking via debug mode), but since platform speed doesn't have a set speed behavior only set max speed, I can't get it or the run animation to trigger.

  • Practicing the platform beat em' up.

    My goal is to earn new combo moves.

    I currently have "D" pressed and player kicks.

    Once "X" amount of items are collected, the kick combo 1 is activated.

    The player presses D&S simultaneously and three series of kicks are triggered.

    So, here lies my first obstacle for this and future combos.

    1. I would like the combo kicks only to work in sequence when the player presses the assigned button 3 separate times within "X" amount of seconds between each press, otherwise the combo sequence stops. Each specific kick will trigger each time the button is pressed.

    EXAMPLE: Press D to trigger first kick, Press D (within X amount of time) to trigger second type of kick, Press D and Up (within X amount of time) to trigger final kick in the combo sequence.

    2. I have the AI set to instance variables. 0=IDLE, 1=Walk Right, 2= Walk Left, 3= Walk Right w/ faster max speed, 4=Walk Left w/faster max speed. The enemy follows my player, but only stops when directly overlapping him. Multiple enemies do the same so its all one glob.

    I am trying the enemy.x> or <player.x to stop, but I need for enemies to not overlap one another, stop just prior to player and attack.

    Also, if the player can attack faster than enemy, then enemy stops attack and goes in "taking a hit" mode.

    I will start with that. I've learned much from the mass tutorials and forum posts, but this one seems to slip.

    thanks in advance.

  • Here is another thug coming alive. His name is Lolly Pop Cisco. The sucker is green.

    This is Baron Von Licorice. His whip is mighty, stringy, stingy, and if need be, delicious.

  • Very nice. Dig the take on Mario himself.

  • Mock Up of outside Kane's Factory.

    Ryder is round housing Little Lemmy while Gil introduces his elbow to Wallace.

  • Here is Jagger the Cop. Little bit of a dance with his attack. This will more than likely be modified at the end.

    Meet Lemmy's younger larger brother, Gavs. Zubaz are coming back!

    A scene from the Parking Ramp. That is Gil gently applying a subtle knee to the biker to help ease him off the delicate bike.

    Raphael has been busy using Construct to customize the engine. Stephane has been working on the backstreet beats. I've been plugging away at the art and finalizing all the cut scenes. More at the blog.

  • Added some more posts with updates and a link to some of the potential tunes. http://pixelpopulation.weebly.com/sugar ... n-the-blog

    Always changing. Just finished, but haven't posted some of Level 5.

  • I like the split screen. Some nice graphics too. Good Luck!

  • Cool. Might have to study your Capx for know how. I'd too like to make a Metroid type game after Sugar High Shakedown is completed. Good luck.

  • We are hoping to include some interactive objects. As it stands, players will need to collect candy for upgrades (pretty standard), and the objects can provide more opportunities to gather candy. There will be 3 types of candy to collect for various things. I have to hold off on the idea in case we get it up and running and it turns out it didn't work as planned, although, I have high hopes for it to work. It's nothing mind blowing, just a slightly different approach for a beat em up I've never seen. I updated the blog with a few more images. I also just completed all of level 3's assists to create the entire level. Might post some of it soon. Once we can get it up and running then I would like to post some gameplay. Thanks again for staying interested.

  • nemezes

    I checked out your game. Good job on it. I like the tiny pixel characters. I will have to check out the Capx, along with the other links.

    Thanks.

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  • I've been trying to find a Capx or look at an event sheet to properly program when player attacks the enemy reacts only when the player's fist or foot comes in to contact. I've seen picture where someone put a small collision box on the fist, but I don't know how to make it pinned to that image point or if it spawns when player punch animation runs. Any clue on how to make it happen?

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staleevolution

Member since 9 Sep, 2014

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