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Thread: Capcom Play System 1 simulation progect (Stratos or another name as an example game)

  1. #31
    Clicker Fusion 2.5 DeveloperiOS Export ModuleUnicode Add-on
    daryuss's Avatar
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    This video is a small overview of the progress of the project:
    https://youtu.be/qIEfVsmdhg8

  2. #32
    Clicker Fusion 2.5 DeveloperiOS Export ModuleUnicode Add-on
    daryuss's Avatar
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    Update: I have started implementing the final scenes of the game.
    I am attempting to display two endings in a single level frame at the same time.
    I used the "Text Blitter" example for the scrolling text.
    I split the objects and events into two independent parts.
    But if I only activate the ending of player one, the Text blitter works correctly. If I activate the endings of both players, the cursors of the text blitter conflict even though they are 2 objects and two separate and autonomous events.
    I also can't properly overlap the tiles so they look like two separate endings.
    For the test:
    Open the project - click on the "FINAL SCENE" frame - run the frame - then press the "B" key to activate the final scene of player 1 - press "M" to activate the ending of player 2.
    Note: in the .zip file I deleted the executable.exe file and I kept only the file.mfa dependent on ClickTeam Fusion 2.5, so as to make the.zip file lighter and so that only those who work with this utility can consult it! (others can't understand)

    STR2_FINAL_SCENES.jpg

    !

  3. #33
    Clicker Fusion 2.5 DeveloperiOS Export ModuleUnicode Add-on
    daryuss's Avatar
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    Partial update:

    Added Stage 8 Boss Sons, so each level's final bosses are complete! The difficulty is simply that the sprites are bigger and you have to give them two hits to destroy them!

    str2prgjctaps8.jpg

    !!

  4. #34
    Clicker Fusion 2.5 DeveloperiOS Export ModuleUnicode Add-on
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  5. #35
    Clicker Fusion 2.5 DeveloperiOS Export ModuleUnicode Add-on
    daryuss's Avatar
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    Update: I finally found the method to simply jump with the lever (or arrow keys) instead of pressing a separate button, to make the game less cumbersome. I made a small example for testing.
    But now the problem is to replace the Platform Movement object with Physical movement in the whole project; too many events to revisit, because I have to use two objects per character (character moving and character combat). Furthermore, with the platform object, the backward drag effect following the platform when the joystick is in default, is lost, which instead with the Physics engine this effect is spontaneous!
    Meanwhile, I have reactivated the bet 'em up feature in the whole project.

    Here in the zipped file are the example with the platform movement object and the whole project with the physics engine.

    Merry Christmas ClickTeam friends!
    81iml76y-UL._SY679_.jpg
    Images attachées Images attachées

  6. #36
    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCHTML5 Export ModuleiOS Export Module
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    Legend mate. Thank you from a 70s kid. Your project is so so great and sharing mfa with us totally awesome. Thanks for the gift and may the pixel sky drop many pickups and perks to you.

    Merry Xmas ...

  7. #37
    Clicker Fusion 2.5 DeveloperiOS Export ModuleUnicode Add-on
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    Thanks.
    Now only serenity! After Christmas we start studying again!
    xmas_heart.jpg

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