Trege
Poh
oro?
Meddling with Legends 1, Legends 2 and Mega Man 64 data.
Posts: 463
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Post by Trege on Dec 5, 2008 13:12:21 GMT -5
Uhhhh, How did you see my sprite folders? I only uploaded the exe not the gmk file. Also a small update that's not released yet. Glitch fixed : Trigger would only face right, even when shooting left.
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Post by mirak on Dec 5, 2008 13:17:51 GMT -5
I decompiled the executable of course. I usually do this so i can help further to projects when people i help doesn't know wtf is going on. I needed to see what was wrong with the moonwalk, but you say you fixed it so meh.
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Trege
Poh
oro?
Meddling with Legends 1, Legends 2 and Mega Man 64 data.
Posts: 463
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Post by Trege on Dec 5, 2008 13:27:21 GMT -5
When a glitch is reported, I pretty much find whats wrong instantly, and I usually know what I'm doing, and I check for glitches before I submit the game I just get a 2nd opinion, if I miss something, whenever I checked for glitches.
Anyways I didn't know you could decompile the exe, wouldn't mind knowing that because I could have recovered a lot of games I lost during my hard drive trouble, I should look up that sometime.
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Post by mirak on Dec 5, 2008 13:31:20 GMT -5
Is a Java application. I would share it with you but i don't know if that's legal since all tools like that are often used for wrongdoing.
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Trege
Poh
oro?
Meddling with Legends 1, Legends 2 and Mega Man 64 data.
Posts: 463
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Post by Trege on Dec 5, 2008 13:58:27 GMT -5
I used the scaler script but had to remove it, because it caused massive lag on my computer, which doesn't have a very good video card, it runs PSX games fine yet gets crippled by a small scaling script, in a 2D game. (2GB of ram and a 2D game screws up because of the card. )
Anyways I'll probably add more to the first stage today if I can think of good map ideas, and fix some more glitches.
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duo
Gorubeshu
Posts: 261
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Post by duo on Dec 5, 2008 17:11:40 GMT -5
AHHH!!! I was destroyed. However, you don't need to install python to run programs as an end user; there is py2exe for pygame. And for 3d games, Blender uses python. Panda3d, created by disney (haha, not that their games are that great!) uses python and it has an exe exporter with an installer generator as well. Well, I won't defend the snake anymore, but its what I use, and it works great for me
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Post by in·clover on Dec 5, 2008 17:57:14 GMT -5
Great concept! I haven't played too many sidescollers (or any that I can remember) that incorporate an aiming function with the mouse. That has some potential.
...Suggestions for a better button layout:
up: W
down: S
left: A
right: D
jump: Space Bar
fire: Left Click
Because most computers are set up with the mouse on the right of the keyboard and a keyboard with arrow keys on the right as well, your current config makes it nearly impossible to run and aim at the same time. You should really use the popular FPS button layout if you're going to use the mouse in any way.
Glitches
Sometimes after turning and running the other way, the sprite will face the opposite direction, or will show the standing animation, or both. Sometimes the character hovers above the ground, too.
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Trege
Poh
oro?
Meddling with Legends 1, Legends 2 and Mega Man 64 data.
Posts: 463
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Post by Trege on Dec 5, 2008 18:18:30 GMT -5
Yeah, I removed the Aiming system I wanted a more legends feel kinda hard with a side scroller though. I'll probably use it in some other, game also I already fixed those two glitches thanks though.
The hovering is just a Sprite MASK error I'll work on that.
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Post by in·clover on Dec 5, 2008 19:24:41 GMT -5
Really? I honestly thought the aiming system would be the game's selling point.
In my honest opinion, the aiming is what makes it feel "Legendsy", Legends being the only game in the series that makes a point of firing in 3 dimensions.
I know it's your game and everything, but if you're really looking for critique, that aiming system is what really sold me on it. I suggest putting it back in if ya can.
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Trege
Poh
oro?
Meddling with Legends 1, Legends 2 and Mega Man 64 data.
Posts: 463
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Post by Trege on Dec 5, 2008 19:31:18 GMT -5
I was going to make, something to replace it, like the lock on system, where you press A to lock on to the nearest target, Although what do you think would be better Manual Aim or lock on or both if I can do it?
I'm all open for, suggestions it's what makes fangames better.
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Trege
Poh
oro?
Meddling with Legends 1, Legends 2 and Mega Man 64 data.
Posts: 463
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Post by Trege on Dec 9, 2008 0:31:23 GMT -5
Well another, update this one changes a few things. Updates : Aiming system was put back in. Easier control scheme by request. A left D Right W Jump S shoot Up arrow enter doors. Enter skips cut scenes except needed ones. -------------- Added a boss and a bit more to the first floor in the ruins. Added a sensor for when a reaverbot spots you. Changed the hud around a bit, stretched the Face Icon. Added a boss life guage fills up when a Boss is in the same area. Added some of the story. ------------------------------------------- The bugs : Somtimes Trigger will get stuck in a wall and or fall into one with the wall hit sound playing. If you aim behind Trigger using the mouse his shooting animation will not change. Sometimes you won't die right away when your Life reaches 0, the death icon will be shown but the character won't stay down until hit again a few times. Music was updated to a higher quality than mid's. Grammer errors were found in some of the cutscenes, will fix sometime. if you find any unlisted bug's please mention them. -------------------------------------------------------------- Download Link : Invalid Link (File Size 4.26MB)
I'm running out of textures to use, so I won't be able to add another stage til I find some more Legends textures, but I can fix glitches and make the engine better.
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Post by in·clover on Dec 9, 2008 5:45:06 GMT -5
Is there any way to make it so he can run and fire at the same time? It sort of interrupts the flow of the gameplay. Plus, down (S) should not be fire. It should at least be on the same device as what you are using to aim; in this case, the mouse. Left button to be specific.
I'm really not trying to sound harsh. It's a great concept I honestly have never seen in any sidescroller, but it suffers from countless bugs and awkward controls.
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Post by JMC47 on Dec 10, 2008 8:46:31 GMT -5
I decided to play this... and now I regret it, no offense.
Firstly... I'm not sure if it's worth you posting what little you've done. Let me just point out a few things.
1. I will not make fun of the fact that your graphics... are... disappointing. I understand it... it's a demo or beta or something like that. Anyway, I have a wide screen monitor, and it defaulted to full screen... that was annoying. That's all I'll whine about there.
2. The engine... oi.... The game kept freezing after the cutscene because if you just let it run you off the edge, the reaverbot hits you, and then you'll hit the ground and just bounce left and right. Eventually, I figured out if you hit a button after you fell you could avoid it, but damn, that's just a pitiful bug. Aside from that, why the heck is a reaverbot hitting you a trigger for the boss? I managed to avoid the reaverbot and the boss never got health, I shot him once and he died. The movement engine itself is poor, and if a reaverbot hits you, it can get stuck in you while you take more and more damage.
3. Not being able to at least "accelerate" the cutscene before the boss is very annoying. I mean, the freezing bug right after it meant that I had to rewatch it every time the game froze.
4. Collision detection is some of the worst I've ever seen. Shots go right through the boss unless you hit a "sweet spot" and even then it's buggy, and the bosses animations are so choppy that you have no time to adjust when it goes to attack. Also... I was pretty impressed with how the ground pound attack worked... I just loved when it knocked me back, it actually felt like I was being hit.
I guess, to be fair, the engine itself is far from the worst I've played, but I've played far better in game maker. You have a grasp on knock back, and health, but the controls... umm... keep working.
Before you go any further with the ruins, make your engine decent, it'll go a long way in making people enjoy your game. Frankly, if your ruin was any longer than 20 seconds, I would have quit by then anyway. But, under it all, the boss itself has potential, as much as I don't like it now, I could see it being a fun battle. I just hope that you take some time to fix what is broken before you go on adding to a poor foundation.
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Trege
Poh
oro?
Meddling with Legends 1, Legends 2 and Mega Man 64 data.
Posts: 463
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Post by Trege on Dec 10, 2008 15:36:08 GMT -5
I see, I'll probably remove the reaverbot and just let the player jump down there, and I'll add a skip to that cut scene so you don't have to see it everytime the game runs. I'll also make the game start in windowed mode.
And one question, I added a recoil where you can't take damage after a combo how did the reaverbot keep killing you?
Anyways a lot of stuff still needs work, and I'll start fixing the problems you mentioned but this isn't even a beta yet it's alpha just a notice ahead of time so not much should be expected yet.
(And I don't plan on adding anymore until some issues are fixed. Also a lot of the collision problems are placement errors some of the walls I made need to be adjusted.)
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Post by in·clover on Dec 10, 2008 17:13:15 GMT -5
You should make the attack button left-click. It's a pretty standard button configuration.
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