Wallace is 1/16th Scottish, but identifies as 7/8ths. He is a sales rep for Kane in the U.K., Southwest India, and Florida.
Yngwie plays in a 70's rock cover band. The band does quite well and allows him to earn a better living than working for Kane. He has been performing less and less as Kane has him work mid-nights. He is the only salaried HR employee in the world to have this shift. Currently Kane's 88th best friend for 2 years, so Yngwie feels obligated to be loyal to Kane.
Focus has shifted to the game REVENJA. Sugar High is still being worked though. I've come up with a few boss characters. Characters that should only appear once in the game.
Purple Mime (Not official Name) Does his show at the park. Unsuspecting to the parents, he passes out the candy and keeps his thugs roaming the park to make sure the supply never runs low.
Thought I should start posting some bios of the characters. Be prepared to read some heart touching stories.
BRETT: Brett is the lead singer of the band TOXIN. In his off time, he poses as a surfer, but refuses to go in the water afraid the salt from the ocean might damage his feathered, flawless golden hair.
ANGUS: Angus is a prime example of not getting an education. When not being used as a sparring dummy, he scrubs Kane's shoes and picks lint off of Kane's suit.
Looks like a pretty fun level. Some chains to slide under, a few red rails to hurdle over, and some bodacious bikers ready to rev you to shreds.
Adorable is probably your first thought. Where can I get one? Does it come in red? Well, you will encounter these yummy gummy bears throughout the game. (Oh and yes, they will come in red as well.)
Trying out different speeds for Gil and Ryder's Hyper Punch. Little guy is putting in all his effort to dish out some damage.
Oskars made a brief suggestion of shading the character a tad more. I must concur, the difference looks better. Gil is even showing a slightly bit more of confidence with his new look.
Level 2 Thug Yngwie Loud and Proud of his manly beard and stash. Will it be enough to prevent you from from reaching Kandy Kane?
If Ryder lives through this adventure, expect to see him on American Ninja Warrior. Wall Jumping at its 3rd best.
May not seem like it, but a lot has happened. Oskars has come aboard and is taking over the programming. With this comes a change in the engine as Construct will be replaced with Unity or Unreal and it will built from the ground up.
On my end, I've been busy with updating the enemies and adding the finishing moves and frames to the 2 loveable heroes, Gil and Ryder. At this point in time, I have 1 more thug to create (A level 2 thug and I'm toying with the names, Ozzy, Yngwie, or Paul).
I've also been hand drawing a "manual" of some sort to go along with the game. The art of course, well, it will be different per say than the actual gameplay. Isn't always nice to see artwork and then you get to the game and go "what happened? I thought it would look so much more gnarly after seeing the artwork!" Fortunately, the in game graphics will still be beautiful in its own way (everyone is beautiful in their own way, right?).
(Side Note: Arc Systems just announced last week that Double Dragon IV will be released at the end of January. It will continue the story from DD 2 and use the same NES Sprites. (Just a quick blurb for myself as a reminder in this point of time.)
Here is a move you must earn, The DOUBLE JUMP. Within the game, you need to collect a certain amount of a specific colored candy to unlock new moves. With this you can jump twice. Plus, after earning this there are a few other moves you can obtain to go along with the double jump. These other moves can only be pulled off while double jumping. There are 2 and they are the only 2 that can be applied when the enemy is in the ground "state." Can't wait for the world to try them out.
Ryder is showing us one of the frames used in Wall Jumping. He displays it so confidently.
This is a frame you will want to avoid seeing while playing the game. Ryder has just been either knocked out or hopefully knocked down for the time being. My money is on Shugar Roy Leon landing a couple of jabs. Speaking of thy enemy, I just sent off the revised ENEMY DAMAGE OUTLINE to Oskars to implement in the future.
Somewhat standard: Each enemy, or Thug as I like to call them, is awarded with "X" amount of health. Each time they get hit, "x" amount of health is lost. Certain attacks from Gil (or Ryder) will either cause health loss (in which case, the thug should see a doctor) or be knocked down. No energy left in the bank, then that enemy is out. Had to reconfigure what each thug loses with respective attacks from the player. We should take a look at a thug just as a little reminder of what you will be going up against. Gander below if you will. Brett is in the fetal position thanks to you and Shugar is hopping about.
Gil stopped to look at the camera and pose for this lovely picture. As you can see, I was able to make the ledge grab work. The orange sprite will actually be invisible. It is used to trigger the grab if a certain button is held down while falling and another invisible sprite spawns (while falling) and overlaps the orange sprite. The red sprite you see is the platform shadow where I base all the platform movement from. (It will be invisible as well.) Now, take a gander at the pic below. I call it FRUSTRATION FROZEN FRAME.
Here we have Gil in the "shimmy" animation. I created a light blue sprite (will be invisible) to spawn at orange ledges x and y axis when Gil is in this form. It has the platform elements as well, so when I press to the right it moves. However, I've been stuck on this for days going on a week as Gil won't go with it. UGGHHH!
On a little more positive note, I managed to get a combo to work. For weeks, I've tried, until yesterday when I came across a method to pull it off without using a timer. Now I can press the attack button x amount of times to stack the combos and anytime I don't press it within a certain time, the next attack animation doesn't trigger and Gil goes back to the state of "IDLE."
I've been in the programming of the game this last few weeks or so. Rafael has other commitments and priorities that have to come first and such is life. I definately appreciated his interest and tips. We hope to work together in the future though as the door is always open.
So, I'm back at square one. If another programmer is interested, I'm all ears. Until then, I've been digging in. Along the way, I've made some changes to how the game will play out. It is going to be a mix of 8 Directional, but also have levels that are strictly deal with platform actions. So it is almost 1/2 and 1/2. I have the buttons set up to work the same, so the player will have a smooth transistion throughout the game. Some may think this is probably won't jive, and they could be right, but I'm going to keep on this track until it is done and can give it the final judgement.
I've finished the walk/run programming for the platform. The triggering between both by double tapping the direction was a chain of failures, but I did it. Then the next obstacle was if the player jumps while running, I wanted him to continue running or walking. Try after try, the player would either jump to the "IDLE" animation or remain in the "JUMP" animation and just slide across the platform. With some suggestions via the wonderful forum users on Construct, I was able to modify what they said and made it happen. Oh, the little joy that came over me.
My next two goals are to get the player to climb and then grab ledges (which in turns, can lead to shimmying across gaps). Below is a brief code I worked out. It does work, but I'm left with one problem: When I release the up button while on the pole, the animation continues. This may seem like an easy fix, but it has been a struggle.
Doesn't look too complicated. This makes me appreciate even more the "strings" of code that programmers use using C++ and so forth. This, even though has it's challenges, is still the way to go for someone like me.
Thankfully, I have pretty much all the characters, layers, background, object art done for the game. I'm sure once I smooth out all the kinks of the programming, I'll modify some of it though.
I do want to provide one piece of wisdom for those wanting to try CONSTRUCT 2: Please read up on the "FAMILY" options. If you have multiple characters or objects that are ment to do the same thing...put them all in this wonderful FAMILY STRUCTURE and it will reduce your repeated steps. For instance: I have multiple thugs all in one family. When I go to program their actions, I just click on the specific family group and they are all included. Viola! For enemies that have various attributes, you can set up "INSTANCE VARIABLES." Example: The thug ANGUS has a health bar of 3 in his SPECIFIC HEALTH VARIABLE, while Wallace has 6. This way it knows that even though they are in the same family group, Wallace can take more of a beating! Go WALLACE!
Well, that is it for now. I'll probably try to post some more images of the EVENT SHEETS like the one above...probably showing you what not to do as I come across many failed attempts. Oh, I do have the 8-Directional events almost working as well. For some reason I can't get the running to trigger though, just the walking.
Swinging away is none other than Lolly Pop Cisco. He is a Level 4 Thug.
Baron Von Licorice knows no mercy and his licorice whip will leave Gil and Ryder with stinging pain.
Ryder has joined Gil on the quest to prevent City Town from being overtaken by sugar. Lemmy is getting first hand, I mean Foot of Ryder's Roundhouse. Gil is doing all that he can to elbow his way through everyone's favorite level 2 thug Wallace. There are two hidden Double a Dragon references within this scene. More old time beat em up references will hopefully be included within the game. I'm kind of proud of how the boxes turned out. I need to add some touches to the green fence though.