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File: Symbiosis of Evil.swf-(3.4 MB, Game) [_] Castlevania-Symbiosis of Evil 0.3 OP 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 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? >> [_] Anon 1697573 Make the jump a little less overpowered and finetune the movement a little more. After that the base is 10/10 >> [_] Anon 1697576 That is one of the slowest slides I've ever seen. >> [_] Anon 1697577 I glitched myself out of the map when it transitioned. >> [_] OP 1697578 >>#' Can you explain what happened so I know what I fucked up on >> [_] Anon 1697579 >># At the stairwell. If you double jump, you can get on top of the map, eventually falling to your infinite nothing. >> [_] Anon 1697581 >># 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 1697582 >>#' Which stairwell there are many. Any stairwell? >> [_] Anon 1697586 >># see >># >> [_] OP 1697589 >># So are you saying at the very very bottom of the Spiral Staircase Doll room you just double jump and youre out? >> [_] CHARLOTTE JONATHAN 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. >> [_] Anon 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 1697599 >># :( 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 1697600 >># urrgh I thought I fixed it. Ill reduce the frame time for the backdash I guess. >> [_] Anon 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) >> [_] Anon 1697602 When you're near a wall you can't backdash away from it. >> [_] OP 1697603 >># So by this you mean if I slide off a platform his slide animation will still happen until it finishes? >> [_] Anon 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. >> [_] Anon 1697605 >jumps are too fast and too high >edges of platforms are messed up >slide is pitiful 1/10 would not recommend to friends >> [_] Anon 1697606 >># 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 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. >> [_] Anon 1697608 >># By slide indefinitely, it would be implying the stairs were infinitely long. >> [_] Anon-sama 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 1697610 >># 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 1697612 >># >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 >> [_] Anon 1697613 >># 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 >> [_] Anon 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 >> [_] Anon 1697615 >># 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 >> [_] Anon 1697616 >># 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 >> [_] Anon 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? >> [_] Anon 1697618 Hurrdurr, forgot one important part: >># Just tap z when sliding; holding it keeps the proper animation. >> [_] OP 1697621 >># 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 1697624 >># Hah should I make a custom animation to where he's wobbling if hes almost falling? >> [_] Anon 1697625 >># 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. >> [_] Anon 1697627 >># Sounds good but I don't think the mainchar would look cool wobblin' about. >> [_] Anon 1697628 >># 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 1697629 >># 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 >> [_] Anon 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. >> [_] Anon 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. >> [_] Anon 1697634 >># 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 1697635 >># so if you slide enough times you zip up to the ceiling? >> [_] Anon 1697638 Oh sweet Jesus this is a mess, OP. 1. Hold left+right. Herp. 2. Mash z. Derp. >> [_] Anon 1697639 >hold both arrow keys >tap z to fly or is this a feature? >> [_] Anon 1697640 >># 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. >> [_] Anon 1697644 >># It's a feature stop being entitled >> [_] Anon 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. >> [_] Anon 1697647 >># The character doesn't sick to the ground on minor declines, he goes into a fall >> [_] Anon 1697650 Johnathon seems to be walking a bit fast. He doesn't have that Castlevania gait that the series is known for. >> [_] OP 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 >> [_] Anon 1697654 >># Put walking down stairs on that list. He does a bunch of bunny hops instead of just walking down >> [_] Anon 1697658 I haven't played that many vania games but shouldn't I retain my directional movement if I jump mid dash? >> [_] Anon 1697659 >># 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 1697660 >># 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 1697666 >># Okay, disable directional switching while sliding backdashing. Noted. >> [_] Anon 1697668 Don't eliminate the fly until a late build. It allows people to access all areas of the map. >> [_] Anon 1697672 >the frozen chamber where ridley was kept from fusion to the upper-right of the starting area the fuck >> [_] OP 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 } >> [_] Anon 1697676 >># 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 >># >> [_] OP 1697678 >># see >># >> [_] OP 1697679 >># Yeah, I have it if he is near colliding with the wall he cant backdash period. I have to make it directionally exclusive. >> [_] Anon 1697689 DONT REDUCE THE JUMP WAIT YOU HAVE MORE SCENERY/LEVELS >> [_] OP 1697705 >># what? >> [_] Anon 1697711 >># I suppose he means something along the lines of >># >> [_] Anon 1697713 Check out my swag OP http://imageshack.us/photo/my-images/52/ 31174645.jpg/ >> [_] OP 1697719 >># Aw damn dis nigga be flai I'll post an update for yall later tonight. >> [_] Repost-chan 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 1697724 >># 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 >> [_] Anon 1697728 >># 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. >> [_] Anon 1697733 >those zips We Megaman now. >> [_] Anon 1697736 If you hold up and down while sliding he slides continuously and then if you press back while doing that he moonslides >> [_] Anon 1697737 Hey OP I think I know where you're going with this... http://tasvideos.org/1899M.html >> [_] Repost-chan 1697740 >># 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 1697743 >># 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? >> [_] Anon 1697744 >># Yeah. I thought the joke would be clear. >> [_] OP 1697745 >># >break Never understood this code syntax. Excuse me for sucking, but what is this? >> [_] Anon 1697749 >># Without the break, it would also execute the subsequent case blocks. >> [_] Anon 1697750 http://docs.oracle.com/javase/tutorial/j ava/nutsandbolts/switch.html Yeah it's Java, but the switch statement works pretty much the same in every language that has it. >> [_] Repost-chan 1697753 >># 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. >> [_] Anon 1697756 hmm.. i seem to have fallen into an endless blue abyss.. >> [_] Anon 1697765 >># Actually that could work out pretty well. Better than implementing another background method. >> [_] Repost-chan 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. >> [_] Anon 1697774 >># >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. :( >> [_] Anon 1697779 Gee, I sure love invisible wall. >> [_] Heres the forum Heres the forum - OP 1697781 http://symbiosisofevil.freeforums.org >> [_] Anon 1697783 >># Slide guy signed up as Mr. Kidnapper. >> [_] OP 1697788 >># Not there anymore? I have repostchan and you have disappeared, slideman. >> [_] Anon 1697790 >># Thar. >> [_] Anon 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. >> [_] Anon 1697795 >># dont be mean >:3 >> [_] Anon 1697796 Were you the same guy that made that unfinished Metroid platformer that was posted some weeks ago? >> [_] Anon 1697797 >># Yeah, you're right. Shouldn't have said that, since he/she is just starting and all. >> [_] OP 1697798 >># ....Yes >> [_] Repost-chan 1697803 >># Metroid platformer? The one where you get fucked by hydralisks and shit? >> [_] Anon 1697805 >># r u gonna finish this 1? |
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