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

  1. #11
    Clicker Fusion 2.5 DeveloperiOS Export ModuleUnicode Add-on
    daryuss's Avatar
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    Aimed at those who are experts at creating active player objects with multiple movements, without causing bugs.
    Those who have had time to test my project in progress will have noticed that I am attempting to create characters with the Street Fighter II controls feature.
    To clarify, the character should jump up, diagonal right and left diagonal simply by using the lever.
    With the buttons he must do other things (fire, punches, kicks and special moves).

    Instead you have to press a separate button to jump diagonally, with the jump options available.

    I have tried several times to customize the Phisics Platform Movement.
    For example: upon pressing up: select movement Phisics bouncing ball: animation jumping is over: select movement Platform.
    Or: upon pressing up: set alterable value "jumping" to 1: animation Jumping is over: set alterable value "jumping" to 0. Etc. Etc.
    But nothing to do, a mess happens!
    These are the ClickTeam fusion options available to customize the jump of the Phisics Platform Movement:

    PHISICS_MOV_JUMP_OPTIONS.jpg

    Here to test again!

    Keys for test: shift= jump; ctrl= fire; space bar= punch; z= kick.
    Holding pressed "left" and "space bar", after two second holding pressed "space bar" and press "right"= drgon's fire!
    Holding pressed "left" and "z", after two second holding pressed "z" and press "right"= hurricane kick!

  2. #12
    Clicker Fusion 2.5 DeveloperiOS Export ModuleUnicode Add-on
    daryuss's Avatar
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    Update: I inserted a new final boss on stage 10 (a big spaceship to keep the level on the subject!). So to complete the themes of the final bosses I have to find only the one of stage 7 (ice world).
    Later the sprites will be improved or completely replaced.

    str_2_stage_10_snap.jpg

  3. #13
    Clicker Fusion 2.5 DeveloperiOS Export ModuleUnicode Add-on
    daryuss's Avatar
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    Update for those interested.
    I made sure that in 2 player mode, the waves of enemies of the weapon bonuses becomes double and separate.
    This is to make both the bonuses of the two players independent and separate. Before doing this, the bonus points were in common (so it's like Wonder Boy III: when playing two at the same time, the waves of enemies are doubled).
    str2prjct_up_2020_01.jpg

  4. #14
    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleUniversal Windows Platform Export ModuleSWF Export Module
    aenever's Avatar
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    Your project has come a long way, keep up the great work. Its going to be epic when it's finished.

  5. #15
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    @aenever : Thanks for the encouragement! .

  6. #16
    Clicker Multimedia Fusion 2
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    Aloan's Avatar
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    How are you doing aenever? yeah I am glad that Darius is one of the few (so it looks like) that is holding the awesome 80s/90s Arcade spirit!
    For those wondering, the 80s/90s video arcade games are iconic because:
    They had 2 dimensional pixel art graphics! an art which is unique on its own!
    They practically had a proper pixel art resolution which glorified said pixels which are the atoms of a video game image (that is 224 vertical pixels)
    They were embellished with a musical technology that is an art of its own too, which is Frequency Modulation Synthesis!
    You could go extra miles in making a game (much fewer restrictions than consoles) because each cabinet held its own set of circuits and chips!
    More on my page: https://aloan.neocities.org/retrofun.html

  7. #17
    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleUniversal Windows Platform Export ModuleSWF Export Module
    aenever's Avatar
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    I'm doing great my friend. I'm back to school teaching this week, so it very exciting. I've been working on a 'Zak Mckraken and the Alien Mindneders' remake, using C64 style graphics, it's coming along nicely. I'll post an example once I complete the first few stages, all I have is Zak's bedroom completed at the moment

    Great to hear from you too Aloan.

  8. #18
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    @Aloan , @aenever :

    I tried to make each player's "continue" separate and autonomous (like the real coin-op of the 80s-90s).
    These are two more alterable values of continuous players 1 and 2, other two alterable values that count the number of continuos of each player, that I have limited to 9, after which "GAME OVER"! The two variables are connected to the continuous counters on the screen. It seems that I have succeeded in this. I have to correct the bug that does not reset the number of continues at the end of the match, and the fact that pressing the "5" key for the virtual token, the "GAME OVER" event repeats!
    After this, I can also add the classic "easter eggs" for when players complete the game without continuing, (when the two number of continuous alterable values remain zero)!
    In the meantime I shared it like this (the complete "continue" events are only in the "ground phase" frame at the moment).

  9. #19
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    Problem with al. values for eventual random levels

    Update: I thought I'd randomize stages, so the game would be less boring, when the project is complete (now I'm leaving all stages in the same progressive sequence for testing).
    So I made an example of random stages.
    In practice, the stages would be: the first 8 random ones.
    Stage 9, 10, 11 must be final and in the same order.
    To give an example: Street Fighter II, which has the first 8 random levels, and then, 9,10,11 and 12 always with the same sequence.
    I managed to do the first 8 random levels, but starting from 9 I had problems with the alterable values and the objects that act as counters of the last stages.

    Download random stages example here.

  10. #20
    Clicker Fusion 2.5 DeveloperiOS Export ModuleUnicode Add-on
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    Partial update: to increase the arcade effect, I added the classic end-of-level bonus which gradually increases the score.
    The counter of the number of volatile enemies hit in the air must be a maximum of 50 (25 in the ground phase and 25 in the aerial phase, according to the logic that now consists about my project).
    But often happens that the counter exceeds 50 or marks less than those really hit, due to the fact that there is still to fix sprites and fire collisions.

    CLICKTEAM_S2P_SNAP.jpg

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