@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.
@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.
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.
@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.
@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.
@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 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???
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...
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.
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 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.
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..
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.
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.
Did you draw the sprites by yourself?
goutons 5 months ago
This has been flagged as spam show
It'a a engine? Yes: Where I download this.
No or Yes: Fastastic game! You are the best
XD
SasukeSharyngan 6 months ago
It'a a engine? Yes: Where i download this.
No or Yes: Fastastic game! You are the best
XD
SasukeSharyngan 6 months ago
how did you create the ai for the trackers? they go around walls.
bobombify64 8 months ago
@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.
elheber 8 months ago
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
moulanaaaa 8 months ago
work on music -_-
rolfdude333 9 months ago
COOL!!
MRXkick 9 months ago
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?
a150056s 1 year ago
nice game, looks a lot like N though...
Spazmify 1 year ago
let's make a game together!! pm me
malatement 1 year ago
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 1 year ago
@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 1 year ago
@elheber Oh, I figured out myself, thanks for your time anyway. :)
KillSteal666 1 year ago
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 1 year ago
@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.
elheber 1 year ago
this is good,change this sprites of wall,engine is good
murdaGee 1 year ago
Dude! This is great!! You must be a pro at this. I suck at making Game Maker games.
tretey 1 year ago
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?
DeeJLiw 1 year ago
I want to know how to make the bullets go in the direction of the mouse :O
GodlyFantom 1 year ago
kkfrmvbkmfjgch
kriruytugfjvjjvjbjg
mv
samcute023 1 year ago
So cooll..
honcc5 1 year ago
how are you getting the shots to fire in general directions without using the mouse
YoshiJumper 1 year ago
@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.
elheber 1 year ago
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 1 year ago
@YoshiJumper It's called Game Maker, and it's a great program. You should Google it.
elheber 1 year ago
@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 1 year ago
@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 1 year ago
@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 =)
YoshiJumper 1 year ago
how do you make that platform walk up down
Maplefourever 1 year ago
METRIOD!!!!
tehnewkiddo 1 year ago
@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 1 year ago
@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.
elheber 1 year ago
that's a pretty sick game bro, how long did it take you to make it?
InsomniAndrew 1 year ago
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.
YoungFreeTexas 1 year ago
damn yopur game owns mine!!!
justiceforallonearth 1 year ago
can u PLZ make an tutorial
plz its so nice
jochem1996 2 years ago
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!
DrawerKid22 2 years ago
This is pretty neat. I particularly enjoy the fade effect.
AqAZArModels 2 years ago 2
it looks just like n game, but with a gun
faithlessarrow 2 years ago
Pretty sweet, but u should add cool r monsters and levels =D
xxVIDSxxCREATORxx 2 years ago
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???
SpriteFighter7 2 years ago
are you gonna upload this?
it would be a great megaman engine....
HulluMees92 2 years ago
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...
RubenManteroDomingue 2 years ago
very nice,i still like it.Improving Megaman.How do you shot?Using the mouse?
RubenManteroDomingue 2 years ago
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.
elheber 2 years ago
how to make the wall thing?
0:06
davidbecan 2 years ago
Whoa.
Trawq1917 2 years ago
how did you make the special effects on the movement(link the repeting selves)
Camofly1075 2 years ago
I answered this a few comments back. It's an object that creates an array of draw_sprite_ext() which fade each step.
elheber 2 years ago
Dang' i'm seriously impressed by the movements and firing... Did you make that objects movements? If so how long did it take?
ziberteck 2 years ago
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.
elheber 2 years ago
How do you make the movable blocks work? I've been trying to figure it out.
TFinn04 2 years ago
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.
whiptailx 2 years ago
There's 4 sprites representing up/down/left/right... then I just use image_angle.
elheber 2 years ago
will you be releasing this on yoyogames? :)
if so i can't wait to see it
nethersoul62 2 years ago
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
midas8881 2 years ago
0:43 how do u make that effect
Quackupuncture 2 years ago
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.
elheber 2 years ago
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?
NakedCreep 2 years ago
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.
elheber 2 years ago
Whoa that's pretty cool. Nice job
Rogerrogthe10th 2 years ago
WOW!!
luke4liverpool 2 years ago
Awesome. Simply awesome. Keep up the good work.
TheGoose91 3 years ago