Added: 3 years ago
From: elheber
Views: 7,162
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  • Did you draw the sprites by yourself?

  • It'a a engine? Yes: Where i download this.

    No or Yes: Fastastic game! You are the best

    XD

  • how did you create the ai for the trackers? they go around walls.

  • @bobombify64 I made them go toward the last seen (from their perspective) of the player. So if they lose sight of him, they'll continue moving for a short while in the direction they last saw him until they see him again.

  • man i dont know how to change sprite like this

    when i press "w" sprite wants to go up but it want to show with the animation

    pleas tell

  • work on music -_-

  • COOL!!

  • Hey just wondering im having troubles with my guy. Could you make a download to see how you made that or like a video how?

  • nice game, looks a lot like N though...

  • let's make a game together!! pm me

  • Game is great.

    Btw, I'm also making a platform shooter, but i has problems with arm. It always lags behind when player moves. Any help? x.x

  • @KillSteal666 There's tons of reasons why that could be happening. The game changes an instance's position at the End Step, so if you made the arm position to the body any event before that (like the regular Step Event) then it will lag one frame. That's the most likely scenario, but there are many other probable causes for your problem. Send me details in a PM.

  • @elheber Oh, I figured out myself, thanks for your time anyway. :)

  • Did you create arm and body of player separately? Or all is one sprite? I want to do same effect (arm aim to the mouse) but I don't know how to do it! Please tell me how!

  • @manuman94 Separately. I place the origin of the arm at the shoulder. Then I make the body keep the arm's origin at a certain x and y, depending on the current body sprite and the direction he's facing. Then I make it set the arm's direction to face the direction I'm aiming (for you it'd be the direction of the mouse) and change the y_scale if I need it to. It's a bit complex.

  • this is good,change this sprites of wall,engine is good

  • Dude! This is great!! You must be a pro at this. I suck at making Game Maker games.

  • how do you make enemies that shoot at you? if you've heard of the game 'Thing Thing' can you show me how to make enemies like those?

  • I want to know how to make the bullets go in the direction of the mouse :O

  • kkfrmvbkmfjgch

    kriruytugfjvjjvjbjg

    mv

  • So cooll..

  • how are you getting the shots to fire in general directions without using the mouse

  • @YoshiJumper The game is only playable with a gamepad that has 2 analogs. One analog is for movement, and the other is for shooting... pretty straight forward.

  • which program did u use?? im trying to make a platform shooter and im using flash8, i cant seem to find any good tutorials....

  • @YoshiJumper It's called Game Maker, and it's a great program. You should Google it.

  • @elheber how different is the coding..i actually just this morning finished coding my flash 8 engine...i use ac 2, do u recomend game maker over flash??

  • @YoshiJumper No, I'm just recommending you Google it. Game Maker uses its own programming language very similar to Java, called GML. The great thing about Game Maker is that it pretty much has all the tools you need already built in, including libraries, sprite editors and animators, built-in variables, events, functions, etc. Really, I can't explain it well here, you should Google it.

  • @elheber ty =) ill look into it, i have heard some bad things about java tho...i'll jst have to test it out and c for myself...ty again xd =)

  • how do you make that platform walk up down

  • METRIOD!!!!

  • @tehnewkiddo I was gonna say that, but you beat me. By a week. :D

    But if I'm not mistaken I believe the normal shots are from the Metroid series. Elheber, could you clarify if it is or not? I'm very curious. But it is a year old so I don't know if it has been changed.

  • @BombarrowMaster Well all the sprites are original and my own. I always thought he reminded me more of Megaman. The small shots are done by tilting the right analog in any direction, and the large shots by slamming the analog in that direction, so the controls are not at all like Metroid.

  • that's a pretty sick game bro, how long did it take you to make it?

  • Is the base of the main character's sprite Red from Gunstar Super Heroes?

    If so, very nice job in the edit. The character looks awesome.

  • damn yopur game owns mine!!!

  • can u PLZ make an tutorial

    plz its so nice

  • Thats awesome!

    I dont know how you were able to get your character to visually react to the environment and preform the animations for shooting, etc.

    Is your character made of different objects? This is so cool!

  • This is pretty neat. I particularly enjoy the fade effect.

  • it looks just like n game, but with a gun

  • Pretty sweet, but u should add cool r monsters and levels =D

  • that game looks cool! and i have a question about it, how do you make it, so while ur guy is running, his legs move, so he like moves in opposite frames, and how do u make ur guy shoot to hurt people???

  • are you gonna upload this?

    it would be a great megaman engine....

  • For all people asking how to do things like this i´ll recommend to search in forums because there is a lot of info about coding,so you can get to work out a great game,but have to read a lot...

  • very nice,i still like it.Improving Megaman.How do you shot?Using the mouse?

  • This game is controlled with a gamepad using 2 analog sticks. Move with left analog, slam the analog to jump. Shoot with right analog, slam for the more powerful shot.

  • how to make the wall thing?

    0:06

  • Whoa.

  • how did you make the special effects on the movement(link the repeting selves)

  • I answered this a few comments back. It's an object that creates an array of draw_sprite_ext() which fade each step.

  • Dang' i'm seriously impressed by the movements and firing... Did you make that objects movements? If so how long did it take?

  • Apart from the music which is from YouTube, everything is mine. The movement didn't take long, but making it smooth and adding all the nice touches like wallsliding and walljumping is always an ongoing process.

  • How do you make the movable blocks work? I've been trying to figure it out.

  • How do you animate a arm moving around facing the cursor? The only way I can think of is a production of 360 subsprites and no one has that kind of time.

  • There's 4 sprites representing up/down/left/right... then I just use image_angle.

  • will you be releasing this on yoyogames? :)

    if so i can't wait to see it

  • looks pretty nice.. The physics could use a little more work. Not that those blocks will have to roll and tumble but sliding down an edge would look nice, and isn't too hard. To prevent things like 0:24..

    good job overal! keep up

  • 0:43 how do u make that effect

  • The blast is 3 hand-drawn frames with the last frame fading. The smokey enemy explosion is an array of somewhat random draw_circles() in the Draw Event which fade in every step. And the "shifting" shadow trail the player makes is an array of various draw_sprite_ext() which also fade in every step. The player is comprised of 5 objects. It's tough stuff.

  • Are all the objects on the player "glued" together or are they just same movements that hopefully won't screw up and have shapes flying everywhere?

  • They're "glued." All movement is done in the Step Event and all animations for the rest of the body parts are done in the End Step Event. It's a pretty solid system.

  • Whoa that's pretty cool. Nice job

  • WOW!!

  • Awesome. Simply awesome. Keep up the good work.

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