File[jonathan sprite work.swf] - (1.86 MB)
[_] [G] Castlevania Anonymous 06/08/12(Fri)06:48 No.1694034
Fucking around with my sidescroller engine thinking about doing an actual literal metroidvania.
Move with arrows and jump with z and backdash with s. No attacking yet just the basic engine.
Suggestions for the game's actual gameplay or the underlying engine and the like are welcome.
>> [_] OP 06/08/12(Fri)07:05 No.1694039
Also, give me any link or image of a sidescroller map and I can throw it in the game.
>> [_] Anonymous 06/08/12(Fri)07:09 No.1694040
I would say maybe give the jumping a bit more hang time, it feels like you fall way too fast for
a platformer
>> [_] Anonymous 06/08/12(Fri)07:18 No.1694042
Charlotte Jonathan Charlotte Jonathan Charlotte Jonathan Charlotte Jonathan Charlotte Jonathan
Charlotte Jonathan Charlotte Jonathan Charlotte Jonathan Charlotte Jonathan Charlotte Jonathan
Charlotte Jonathan Charlotte Jonathan Charlotte Jonathan Charlotte Jonathan Charlotte Jonathan
Charlotte Jonathan Charlotte Jonathan Charlotte Jonathan Charlotte Jonathan Charlotte Jonathan
Charlotte Jonathan Charlotte Jonathan Charlotte Jonathan Charlotte Jonathan
>> [_] Anonymous 06/08/12(Fri)07:22 No.1694045
>>1694042
dear lord I dont know if I can do that with two characters without annoying the fuck out of myself
>> [_] Anonymous 06/08/12(Fri)07:26 No.1694047
the controls are slippery as fuck, it's like i'm laying on ball bearings
>> [_] Anonymous 06/08/12(Fri)07:28 No.1694049
Agree with >>1694040 , it's way too twitchy, although I think the problem is that the upward
movement is too short compared to the down. People would probably develop motion sickness if they
watched it long enough.
>> [_] Anonymous 06/08/12(Fri)07:30 No.1694050
Moonwalk maneuver: tap S and the direction opposite of where you want to go.
>> [_] Anonymous 06/08/12(Fri)07:31 No.1694051
>>1694049
fixed, just decreased the gravity variable. Should I keep the height of the jump or increase it?
>> [_] OP 06/08/12(Fri)07:32 No.1694052
>>1694051
lol that is what we call backdash cancelling. Damn gotta fix that one :l
>> [_] Anonymous 06/08/12(Fri)07:38 No.1694054
>>1694051
The height's probably okay, the problem is mostly just things moving faster than the player has
time to process.
>> [_] Anonymous 06/08/12(Fri)07:39 No.1694055
I found a bug. I was doing what >>1694050 to the wall on the right where yo start and I suddenly
got transported to the top of the wall. You might wanna fix that.
>> [_] Anonymous 06/08/12(Fri)07:39 No.1694056
>>1694054
Really? Well damn the game runs at 45 fps should I slow it down?
>> [_] Anonymous 06/08/12(Fri)07:42 No.1694058
>>1694055
fixed now with decreased backdash distance
>> [_] Anonymous 06/08/12(Fri)07:48 No.1694059
add optional WASD controls!
>> [_] Anonymous 06/08/12(Fri)07:49 No.1694060
>>1694056
Can't say for sure, reducing the gravity may have been sufficient.
Looking at Super Metroid, the camera wasn't locked on Samus, but scrolled only after she had
reached a certain point to the sides. Doing something like that might improve things too.
>> [_] Anonymous 06/08/12(Fri)07:57 No.1694063
jumping and tapping left and right = fly mode
>> [_] OP 06/08/12(Fri)08:01 No.1694067
Alright. So bux fixes
No more backdashcancelling teleport shit, decreased gravity, and better jumping. I'll work on the
camera adjustment and post an update.
>> [_] CharChar !oDM/YVJ0P2 06/08/12(Fri)08:02 No.1694068
If you hold Up Arrow for 3 sec.s he stands in MJ pose.
It's awesome!
>> [_] Anonymous 06/08/12(Fri)08:08 No.1694070
if you 'slide' on one the platforms and fall, it doesn't display the fall animation
>> [_] Anonymous 06/08/12(Fri)08:09 No.1694071
>>1694063
This, i found out by accident, and now i'm up where the purple dot is, cool stuff, needs
invisible walls or real walls so we can't get out of the map though.
>> [_] OP 06/08/12(Fri)08:31 No.1694080
>>1694068
lol yup little easter egg for ya
>>1694070 Yeah the sliding thing is a little broken for the moment :l
>> [_] Anonymous 06/08/12(Fri)10:51 No.1694133
I like the Symphony of the Night layout you're using right now.
I'd recommend slowing the character down in general though. You said you fixed his upward speed,
but the side to side walking is far too fast right now.
>> [_] Anonymous 06/08/12(Fri)11:37 No.1694150
if you alternate between pushing right and left + pushing jump repeatedly, you can fly. Do it
fast.
>> [_] Anonymous 06/08/12(Fri)11:59 No.1694154
If you spam backdash (s) while the opposite direction in a corner, you're liable to pop out
anywhere else.
Ex: The two corners at the start result in the top two doorways, respectively & the far bottom
corner = middle of the abyss.
>> [_] Anonymous 06/08/12(Fri)12:02 No.1694155
If you bail out one of the sides and fly up top, there is a pink dot just hovering there,
menacingly.
http://i.imgur.com/QvwRr.png
>> [_] Anonymous 06/08/12(Fri)12:05 No.1694158
Just an idea, but something you don't see in many games (I can't name any off the top of my head)
is a button dedicated to turning around, so that you always have the option of backing up and
strafing back and forth while facing the same direction.
>> [_] Anonymous 06/08/12(Fri)12:06 No.1694159
>>1694158
& considering how high he jumps, you could use the down button to manipulate speed of descent.
>> [_] Anonymous 06/08/12(Fri)12:19 No.1694166
>>1694034
I liked the little metroid fusion area. Are you planning on making a completely original game or
one based off of metroid or castlevania?