File[legends.swf] - (55 KB)
[_] [G] ソカトア 05/25/12(Fri)02:41 No.1684523
Megaman game engine: Day 2
Basic physics functions are stable. Adding basic projectile animations this weekend.
>> [_] Anonymous 05/25/12(Fri)02:47 No.1684529
wow, look, a dead franchise
a fangame of a dead franchise, even!
good job faggot
>> [_] Anonymous 05/25/12(Fri)03:01 No.1684536
FNevermind the hater, this is quite nice op. I'm intrigued to see your progress, but /f/ deletes
shit constantly
could you email updates to [email protected]? sorry about the name, i'm no scammer xD
>> [_] Anonymous 05/25/12(Fri)03:06 No.1684538
You need to lower his terminal velocity. As far as I can tell, you're not capping it, and it
feels weird.
>> [_] Anonymous 05/25/12(Fri)03:12 No.1684540
Heh. Platform glitch that allows me to just float in the air at the peak of my jump if I'm the
right distance from the edge of a platform above me.
>> [_] Anonymous 05/25/12(Fri)03:19 No.1684543
>>1684540
This. The edges of your platforms are all fucked up.
You can't jump on them, the running animation doesn't stop,
and megaman hangs there. Also a collision bug at the edges. If you collide with a wall connected
to a platform you'll fall through like a shitty 2006 FPS with knifing glitches.
Also very low framerate. I notice that when transitioning between shapes, there is "clipping" on
the edges, which by that I mean is a sign of slow rendering. Usually caused by CPU rendering. Is
this using GPU rendering or CPU rendering? If you're using a recent version of Flash you should
be able to set the renderer to GPU in publishing.
>> [_] Anonymous 05/25/12(Fri)04:23 No.1684568
>>1684536
lol shut the fuck up. don't encourage the shitty megafan OMG1MTOTEHMOON. bastards.
>> [_] Anonymous 05/25/12(Fri)05:17 No.1684583
a good post list base controls deerp
>> [_] Anonymous 05/25/12(Fri)05:58 No.1684585
>hating Megaman
Seriously, get out of 4chan, now and don't bother to come back, please.
>> [_] Anonymous 05/25/12(Fri)06:05 No.1684587
i'm all for a megaman fangame as the next person, but you're going to have to use a proper
fucking tile based system, not this shitty .hitTest bullshit you appear to be doing