File: Symbiosis of Evil.swf-(3.4 MB, Game)
[_] Castlevania-Symbiosis of Evil 0.3 OP 06/12/12(Tue)21:32 No.1697565
Movement: Arrow Keys
Jump Z
Backdash A
Added: larger background, fixed double jump issues, ability to crouch and slide, platforms you
can duck through (crouch and then press jump).
I'm sure you guys will find bugs most likely, so tell me what you think and maybe suggestions on
what to do besides the obvious being enemies and whipping and the like.
Marked for deletion (old).
>> [_] OP 06/12/12(Tue)21:34 No.1697567
I'm going to make a game that incorporates the metroid universe with castlevania. I'm thinking of
resurrecting the X parasite enemy with a BSL ship crashing into Dracula's castle infecting the
Dark Lord's remains and turning all of his underlings into X versions of themselves. Opinions?
Suggestions?
>> [_] Anonymous 06/12/12(Tue)21:38 No.1697573
Make the jump a little less overpowered and finetune the movement a little more. After that the
base is 10/10
>> [_] Anonymous 06/12/12(Tue)21:40 No.1697576
That is one of the slowest slides I've ever seen.
>> [_] Anonymous 06/12/12(Tue)21:41 No.1697577
I glitched myself out of the map when it transitioned.
>> [_] OP 06/12/12(Tue)21:42 No.1697578
>>1697577'
Can you explain what happened so I know what I fucked up on
>> [_] Anonymous 06/12/12(Tue)21:42 No.1697579
>>1697577
At the stairwell. If you double jump, you can get on top of the map, eventually falling to your
infinite nothing.
>> [_] Anonymous 06/12/12(Tue)21:44 No.1697581
>>1697579
The Spiral Stairwell, to be exact. From the beginning, go top left, then go left until you have
to go down, then keep going down, only going right when there's no left, or there's a spiral
staircase. That's where you can double jump out.
>> [_] OP 06/12/12(Tue)21:45 No.1697582
>>1697579'
Which stairwell there are many. Any stairwell?
>> [_] Anonymous 06/12/12(Tue)21:47 No.1697586
>>1697581
see
>>1697582
>> [_] OP 06/12/12(Tue)21:49 No.1697589
>>1697581 So are you saying at the very very bottom of the Spiral Staircase Doll room you just
double jump and youre out?
>> [_] CHARLOTTE JONATHAN 06/12/12(Tue)21:51 No.1697593
What kind of bitch-ass slide did you program into this? There's barely enough speed or distance
to it.
Also the backdash is a little wonky.
>> [_] Anonymous 06/12/12(Tue)21:53 No.1697597
You can still zip upwards with backdashes.
1. From the start, walk up to the left wall.
2. Face away from the wall.
3. Backdash then immediately hold right.
4. Zip up to the doorway.
>> [_] CHARLOTTE OP 06/12/12(Tue)21:54 No.1697599
>>1697593
:( Its not a bitch ass nigga slide. I'll give it more oomph and more distance since you guys are
unimpressed with my sliding. Define wonky backdash also.
>> [_] OP 06/12/12(Tue)21:56 No.1697600
>>1697597
urrgh I thought I fixed it. Ill reduce the frame time for the backdash I guess.
>> [_] Anonymous 06/12/12(Tue)21:56 No.1697601
Yeah the slide is just bad.
It's slow and it doesn't maintain itself across a change in height.
It would make more sense if the slide action maintained itself until the animation ended or until
there is no more change in height (stairs, falling off platforms, etc). Whichever is last. (So
that you can slide down stairs indefinitely)
>> [_] Anonymous 06/12/12(Tue)21:57 No.1697602
When you're near a wall you can't backdash away from it.
>> [_] OP 06/12/12(Tue)21:59 No.1697603
>>1697601
So by this you mean if I slide off a platform his slide animation will still happen until it
finishes?
>> [_] Anonymous 06/12/12(Tue)21:59 No.1697604
In the hallway with the two angel statues and the demon statue (below the frozen Ridley room),
the ceilings right above the statues are thin enough to clip through when jumping.
>> [_] Anonymous 06/12/12(Tue)22:00 No.1697605
>jumps are too fast and too high
>edges of platforms are messed up
>slide is pitiful
1/10 would not recommend to friends
>> [_] Anonymous 06/12/12(Tue)22:02 No.1697606
>>1697603
No, I mean that if you slide off a platform, it should maintain the slide until you land or if
the animation ends, whichever is last.
So you should pause the slide animation in midair, but you should continue to slide once you
land. If you slid down stairs then you should be able to slide indefinitely like this.
>> [_] OP 06/12/12(Tue)22:03 No.1697607
1697605
Of course by reading my description you would think I am releasing this game on newground and
expecting recommendations to friends.
You could however, define messed up platform edges.
>> [_] Anonymous 06/12/12(Tue)22:03 No.1697608
>>1697606
By slide indefinitely, it would be implying the stairs were infinitely long.
>> [_] Anon-sama 06/12/12(Tue)22:04 No.1697609
It's alright, I suppose. Just needs fine tuning, like said by others.
I happen to play a LOT of games. If you need a tester for it? Keep on posting your updates, and
I'll fill you in on how it's progressing.
>> [_] OP 06/12/12(Tue)22:05 No.1697610
>>1697608
In other words, I should keep sliding down stairs like its a slippery slope until I reach the
bottom? I think I just need to program stairs separately from the background since all I do is
paint over the actual backgrounds.
>> [_] JONATHAN CHARLOTTE 06/12/12(Tue)22:06 No.1697612
>>1697599
>Define wonky backdash also.
It keeps jamming all movements if you keep trying to spam it.
Also OH FUCK I KEEP FALLING DOWN THESE STAIRS
>> [_] Anonymous 06/12/12(Tue)22:07 No.1697613
>>1697610
Pretty much. Though for regular sliding off platforms you should just pause the slide action in
midair and continue the action once you land.
Also not badedges guy, but I think most of your edges are fine. My only complaint are these:
http://i49.tinypic.com/2v9zn6v.png
>> [_] Anonymous 06/12/12(Tue)22:08 No.1697614
An animation bug:
1. double jump
2. hold z and down until after you land
3. land
4. release z
5. hit z to slide
6. wat
>> [_] Anonymous 06/12/12(Tue)22:09 No.1697615
>>1697607
I feel as if you fall off the platform to early when you get to the edge. You should be able to
inch closer without falling off. Also, if you try and use the slide multiple times, you end up
sliding but showing the jumping pose
>> [_] Anonymous 06/12/12(Tue)22:09 No.1697616
>>1697600
The glitch to go out was at the bottom of one stairwell (like, bottom left of a part of a map?? )
Dunno bro, anyway when you walk into it you fall through
>> [_] Anonymous 06/12/12(Tue)22:09 No.1697617
Buggy Yes, But Op is now a personal hero!
Op, Do you have a website or page? Do you need any help with Animating or spiriting?
>> [_] Anonymous 06/12/12(Tue)22:09 No.1697618
Hurrdurr, forgot one important part:
>>1697614
Just tap z when sliding; holding it keeps the proper animation.
>> [_] OP 06/12/12(Tue)22:12 No.1697621
>>1697617
If any of you guys are interested I might make a webpage for this and make a forum. Any help
would be cool since Im a one man army right now.
>> [_] OP 06/12/12(Tue)22:14 No.1697624
>>1697613
Hah should I make a custom animation to where he's wobbling if hes almost falling?
>> [_] Anonymous 06/12/12(Tue)22:14 No.1697625
>>1697621
Slide guy here. I'm interested but I'm a 3D artist, not a sprite maker. I also can't program in
AS3 (yet) So I suppose all I'm good for right now is debugging.
>> [_] Anonymous 06/12/12(Tue)22:16 No.1697627
>>1697624
Sounds good but I don't think the mainchar would look cool wobblin' about.
>> [_] Anonymous 06/12/12(Tue)22:17 No.1697628
>>1697621
Definitely make a forum or page. I'll Gladly join up and offer my assistance as both a graphics
artist and sprite artist and help with sprites and animations. I'm a huge Metroid and Castlevania
fan, and this has the potential to be something amazing ^_^
>> [_] OP 06/12/12(Tue)22:18 No.1697629
>>1697625
Im a shitty AS2 programmer too, if thats what you meant, since AS3 is like total what and
speaking AS2 makes so much more sense. Debugging is great.
SO FAR heres what I have. Correct me if Im wrong in my shopping cart list.
Backdashing into walls
fix slide
backdash wonky
reduce jump
angel room fix ceilings
cant backdash away from walls
sliding on stairs
retarded jumping holding down double jump slide thing
>> [_] Anonymous 06/12/12(Tue)22:19 No.1697630
To add to the backdash being wonky, tap it.
In fact, tap all of your action combinations just to see the effect of tapping it.
In the case of backdash it will either take a long time to act again, or it will quickly and
continuously backdash without changing animations.
>> [_] Anonymous 06/12/12(Tue)22:19 No.1697631
Another bug: you can change directions during backdashes and slides. There's also a zipping
glitch that I can't reliably perform involving doing this repeatedly with slides near a wall.
>> [_] Anonymous 06/12/12(Tue)22:21 No.1697634
>>1697629
Yep. To me AS3 feels more like an actual programming language than AS2 does so I'm learning that.
Though CryENGINE 3's current scaleform version only supports AS2 so I should probably just learn
both.
>> [_] OP 06/12/12(Tue)22:22 No.1697635
>>1697631
so if you slide enough times you zip up to the ceiling?
>> [_] Anonymous 06/12/12(Tue)22:23 No.1697638
Oh sweet Jesus this is a mess, OP.
1. Hold left+right. Herp.
2. Mash z. Derp.
>> [_] Anonymous 06/12/12(Tue)22:24 No.1697639
>hold both arrow keys
>tap z to fly
or is this a feature?
>> [_] Anonymous 06/12/12(Tue)22:25 No.1697640
>>1697635
It's more complicated than that. I've only pulled it off a couple of times, but if I spam the
slide and change directions just right I can get far enough into the wall that it zips me upwards.
>> [_] Anonymous 06/12/12(Tue)22:26 No.1697644
>>1697639
It's a feature stop being entitled
>> [_] Anonymous 06/12/12(Tue)22:28 No.1697646
Slide guy here.
An improvement might be to change your key configuration.
Instead of down + Z to slide it might make more sense to make left/right + X to slide in that
direction. In this way you can slide while moving. On that note it might also be good to make it
so that you can backdash while moving. Note that this means the backdash action will zero out any
forwards movement made by the key and only move backwards, otherwise the forwards and backwards
movement will negate each other.
>> [_] Anonymous 06/12/12(Tue)22:28 No.1697647
>>1697629
The character doesn't sick to the ground on minor declines, he goes into a fall
>> [_] Anonymous 06/12/12(Tue)22:31 No.1697650
Johnathon seems to be walking a bit fast. He doesn't have that Castlevania gait that the series
is known for.
>> [_] OP 06/12/12(Tue)22:31 No.1697651
SHAMELESSLY ADMITTING THIS GAME IS BUGGY AS FUCK
Guys, Its a 0.3 'release/update' guys its nowhere near perfect. I knew you all would go balls
deep into my games flaws and bugs, which is exactly what I wanted so I can fix it. A 1/10 is good
enough for a version thats not even close to alpha.
Shopping cart:
Backdashing into walls
fix slide
backdash wonky
reduce jump
angel room fix ceilings
cant backdash away from walls
sliding on stairs
retarded jumping holding down double jump slide thing
hold left and right and jump once then press z to fly T_T
ablility to change directions of backdashes and slides
>> [_] Anonymous 06/12/12(Tue)22:34 No.1697654
>>1697651
Put walking down stairs on that list. He does a bunch of bunny hops instead of just walking down
>> [_] Anonymous 06/12/12(Tue)22:37 No.1697658
I haven't played that many vania games but shouldn't I retain my directional movement if I jump
mid dash?
>> [_] Anonymous 06/12/12(Tue)22:37 No.1697659
>>1697640
Okay, I think I've got zip down now. From the beginning:
1. Walk right into the wall.
2. Duck while still holding right.
3. Slide into the wall, but near the end of the slide, switch from holding right to holding left.
If you do it correctly you'll be pulled slightly further into the wall.
4. Hold both left and right, then release left. Now you're facing right and still in the wall. Go
back to step 3 until you get far enough to zip.
>> [_] OP 06/12/12(Tue)22:38 No.1697660
>>1697646
You want me to enable movement with backdashing so that I can move forward AND backward while
backdashing? The reason the zipping happened in the first place was the movement plus backdashing
occurred. I need a beer.
The coding is as follows.
if(!_root.bg.hitTest(_x,_y+2,true)){
//blahblah
} else{
while (_root.bg.hitTest(_x,_y,true)){
_y-=1
}
}
basically, if the background interacts with Jonathan's x and y which I have situated at his feet,
he is moved up which brings him to equilibrium.
If the bg hits him in the center he continually moves up until he reaches a point where the bg is
not hitting his feet. how would I disable his backdashing into walls while simultaneously
enabling movement with backdash/sliding?
>> [_] OP 06/12/12(Tue)22:41 No.1697666
>>1697659
Okay, disable directional switching while sliding backdashing. Noted.
>> [_] Anonymous 06/12/12(Tue)22:43 No.1697668
Don't eliminate the fly until a late build. It allows people to access all areas of the map.
>> [_] Anonymous 06/12/12(Tue)22:44 No.1697672
>the frozen chamber where ridley was kept from fusion to the upper-right of the starting area
the fuck
>> [_] OP 06/12/12(Tue)22:45 No.1697675
>> Good idea. It'll be a debug function I can toggle with a _global function
if(_global.debug == false){
} else{
if(_global.debug == true){
flyingscript
}
>> [_] Anonymous 06/12/12(Tue)22:45 No.1697676
>>1697660
Well the most simplistic way would be make a special "wall" background that disallows
backdashing if the character is faced away and is close enough.
I'm pretty sure you've done that already, but in the wrong direction, which I noted in this post
>>1697602
>> [_] OP 06/12/12(Tue)22:46 No.1697678
>>1697672
see
>>1697567
>> [_] OP 06/12/12(Tue)22:48 No.1697679
>>1697676
Yeah, I have it if he is near colliding with the wall he cant backdash period. I have to make it
directionally exclusive.
>> [_] Anonymous 06/12/12(Tue)23:05 No.1697689
DONT REDUCE THE JUMP WAIT YOU HAVE MORE SCENERY/LEVELS
>> [_] OP 06/12/12(Tue)23:29 No.1697705
>>1697689
what?
>> [_] Anonymous 06/12/12(Tue)23:36 No.1697711
>>1697705
I suppose he means something along the lines of >>1697668
>> [_] Anonymous 06/12/12(Tue)23:37 No.1697713
Check out my swag OP
http://imageshack.us/photo/my-images/52/31174645.jpg/
>> [_] OP 06/12/12(Tue)23:41 No.1697719
>>1697713
Aw damn dis nigga be flai
I'll post an update for yall later tonight.
>> [_] Repost-chan 06/12/12(Tue)23:43 No.1697721
OP, please make a forum before this thread explodes.
Also, the flying and sliding seem to be linked. Flying only occurs when in the first jumping
state. Holding left and right may be causing it to skip over changing into the double jump state.
And wonky sliding only occurs after the double jump state. It looks like crouching skips landing
normally and resetting the state variable. Holding z causes you to remain in the "starting to
slide" animation, letting go puts you in the "first jump" animation.
Also, another note about sliding, holding and releasing Z when sliding seems to change the
distance you actually slide. And even with my keyboard macros, movement is a bit unpredictable.
Probably something to do with framerate.
>> [_] Repost-chan 06/12/12(Tue)23:47 No.1697724
>>1697660
I personally would have a variable store his direction. If there's collision, send him in the
opposite direction. That might also help with the angel room ceiling.
<3 I can't believe someone's actually making something on /f/!! <3
>> [_] Anonymous 06/12/12(Tue)23:51 No.1697728
>>1697724
I thought about that too when I considered the special "wall", however I found that it wouldn't
work in some situations—only if there was a wall behind him.
The problem with that is that his backdash intends for Johnathan to climb up small increases in
height such as stairs or ramps.
Your way that checks solely for collision with some height higher than Johnathon's feet will
disable his ability to backdash up stairs and ramps.
>> [_] Anonymous 06/13/12(Wed)00:01 No.1697733
>those zips
We Megaman now.
>> [_] Anonymous 06/13/12(Wed)00:06 No.1697736
If you hold up and down while sliding he slides continuously
and then if you press back while doing that he moonslides
>> [_] Anonymous 06/13/12(Wed)00:09 No.1697737
Hey OP I think I know where you're going with this...
http://tasvideos.org/1899M.html
>> [_] Repost-chan 06/13/12(Wed)00:18 No.1697740
>>1697728
Why not check for collision of his feet and center at the same time? Then use a switch to find
out what happened.
switch (_root.bg.hitTest(_x,_y,true)) {
case 1:
//Only feet hit, maybe make a footTest in a while loop?
break;
case 2:
//Feet and mid hit, he's going to have to jump or fly (lololol) over it.
//Reverse his velocity.
break;
}
Just a suggestion. I'm no AS3 expert. I just repost shit.
>> [_] OP 06/13/12(Wed)00:20 No.1697743
>>1697737
Wat
>This is a really, really fast TAS through Castlevania: Harmony of Dissonance played with Maxim,
who is only available after the game is beaten once. Most of the game is glitched through by
being stuck in different walls, so it's hard to explain what happened in this run; see it for
yourself.
Are you saying Im making a glitchy Maxim dissonance run?
>> [_] Anonymous 06/13/12(Wed)00:20 No.1697744
>>1697743
Yeah. I thought the joke would be clear.
>> [_] OP 06/13/12(Wed)00:21 No.1697745
>>1697740
>break
Never understood this code syntax. Excuse me for sucking, but what is this?
>> [_] Anonymous 06/13/12(Wed)00:25 No.1697749
>>1697745
Without the break, it would also execute the subsequent case blocks.
>> [_] Anonymous 06/13/12(Wed)00:27 No.1697750
http://docs.oracle.com/javase/tutorial/java/nutsandbolts/switch.html
Yeah it's Java, but the switch statement works pretty much the same in every language that has it.
>> [_] Repost-chan 06/13/12(Wed)00:31 No.1697753
>>1697745
Na bro, only one way to learn. In my example, I used a switch instead of a whole bunch of "if"
and "else" statements. hitTest would run once and return an integer instead of just true or
false. If it returns 1, it runs the code in the "case 1:" block until it reaches "break;" and
then ignores the rest. Or if it returns 2, it'll only do "case 2:" until it reaches "break;" and
ignores the rest.
More info here. http://www.republicofcode.com/tutorials/flash/as3switch/
It's very handy for situations with multiple outcomes. It's easier to read and change than 10
million "if/else" statements, and it's fairly fast since you only have to run your check once.
>> [_] Anonymous 06/13/12(Wed)00:34 No.1697756
hmm.. i seem to have fallen into an endless blue abyss..
>> [_] Anonymous 06/13/12(Wed)00:40 No.1697765
>>1697740
Actually that could work out pretty well.
Better than implementing another background method.
>> [_] Repost-chan 06/13/12(Wed)00:46 No.1697768
OP, at least make a blog or something. The thread's about to 404! I'd be more than willing to
help out in any way I can.
>> [_] Anonymous 06/13/12(Wed)00:54 No.1697774
>>1697745
>Don't know what 'break' is used for
Yes, I faceplammed.
Well, at least you're doing something with your knowledge while I just sit here and shitposting
each day. :(
>> [_] Anonymous 06/13/12(Wed)00:59 No.1697779
Gee, I sure love invisible wall.
>> [_] Heres the forum Heres the forum - OP 06/13/12(Wed)00:59 No.1697781
http://symbiosisofevil.freeforums.org
>> [_] Anonymous 06/13/12(Wed)01:02 No.1697783
>>1697781
Slide guy signed up as Mr. Kidnapper.
>> [_] OP 06/13/12(Wed)01:09 No.1697788
>>1697783
Not there anymore? I have repostchan and you have disappeared, slideman.
>> [_] Anonymous 06/13/12(Wed)01:11 No.1697790
>>1697788
Thar.
>> [_] Anonymous 06/13/12(Wed)01:15 No.1697792
>Synopsis
>This game I am creating is going to take place after the events of Dawn of Sorrow, in the year
2040 AD or something like that :roll: I think the game said. A flashback will show an animation
of Dark Samus going critical, and putting the universe into a state of temporary flux. The BSL
ship that the Metroid Fusion game took place, containing the X parasite, is hit by the shockwave
and the phazon energy disrupts the engines. The force of the explosion from Dark Samus' death
causes the ship to enter inertia and it sets on a course for Earth (a stretch yes, but so what).
The BSL ship enters earths atmosphere on the day of the eclipse (stays canon to the Dawn of
Sorrow/Aria of Sorrow storyline) and crashes into Dracula's Castle, releasing the contained X
parasite into the atmosphere.
All of my wat.
>> [_] Anonymous 06/13/12(Wed)01:16 No.1697795
>>1697779
dont be mean >:3
>> [_] Anonymous 06/13/12(Wed)01:17 No.1697796
Were you the same guy that made that unfinished Metroid platformer that was posted some weeks ago?
>> [_] Anonymous 06/13/12(Wed)01:17 No.1697797
>>1697795
Yeah, you're right. Shouldn't have said that, since he/she is just starting and all.
>> [_] OP 06/13/12(Wed)01:19 No.1697798
>>1697796
....Yes
>> [_] Repost-chan 06/13/12(Wed)01:28 No.1697803
>>1697798
Metroid platformer? The one where you get fucked by hydralisks and shit?
>> [_] Anonymous 06/13/12(Wed)01:30 No.1697805
>>1697798
r u gonna finish this 1?