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  • In-game screenshot.

    Still working on getting the graphics feeling like I want to, but getting there!

    <img src="https://dl.dropboxusercontent.com/u/48563442/stretchy-screenshot1.jpg" border="0" />

    I'm trying to get a modern version of the merry-melodies-dancing-trees-and-flowers kinda feel.

  • Thank you for the feedback.

    More moods recently baked!

    <img src="https://dl.dropboxusercontent.com/u/47035927/03-ZOMBIE/screenshots/character3.gif" border="0" /><img src="https://dl.dropboxusercontent.com/u/47035927/03-ZOMBIE/screenshots/character3B.gif" border="0" /><img src="https://dl.dropboxusercontent.com/u/47035927/03-ZOMBIE/screenshots/character3C.gif" border="0" />

    "When I was on a Zombie Apocalypse"

  • BluePhaze Yup, im using .scml files. I haven't needed to see the asset in the layout view. I know the size of the character from photoshop. What problems are you having, maybe I can help.

  • UberLou Some of the issues I have are around collision boxes etc... it is hard to tell the size of the character during map design... also hard to assign the platformer behaviors, etc... when I can't see the size and collision box for the characters. So far I have been exporting everything as png and importing them as frames. But it takes a lot away from the smoothness of the animation and you have to do a lot of playing with the speeds.

    When you bring in your .scml do you assign the platform behavior, etc... and if so to which objects? My platformer needs to be as precise as possible because it does count a lot on tricky jumping and other stuff that heavily leverages collisions.

  • valdarko

    Now even able to reply for private message because of low rep :(

  • BluePhaze I just pin the Spriter object to an invisible sprite that serves as the collision box. I put the platform behavior, variables, etc on that invisible sprite too. I believe that's the the standard way to do it, and it's very precise.

  • I get some oddness when I have done that in the past, do you just make the invisible sprite the same size as the sprite you used in Spriter? Getting it to line up has been hard as I am not sure where the image point on the spriter object ends up.

  • BluePhaze no oddness at all. The invisible sprite can be any size you want. I just spawn the sprite and Spriter object, set the Spriter object to the position I need it over the invisible sprite, then pin the Spriter object to the sprite. I do this when I'm not using Spriter too, it's just an easier way to control the collision box for me.

  • UberLou I do this as well, I guess I just need to figure out the dimensions and keep testing... Do you add the pin behavior to the Spriter Object? The Spriter Object as Opposed to the Family it creates, etc...

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  • UberLou Any chance you would be willing to share a sample event sheet? I just want to see an example that is working where the spriter object is pinned to the player sprite, etc... I am thinking there must be something I am doing wrong. For some reason when I do it with a new sample spriter animation, the spriter object does not pin to the player sprite and the animation does not loop for me.

    I created a simple animation and dragged the scml into construct 2. Then I created a simple square sprite. Assigned the platform and scrollTo on the square sprite. Assigned the Pin behavior to the Spriter Object. And in my event sheet made an event that when I push the P key it should set the spriter objects X/Y to the player sprite and pin to it. That part does not seem to be working for me...

  • BluePhaze I think we hijacked this thread enough..haha. Email me lou at stealthfrogstudios.com. If you have an example file i could fix up that would make it much faster.

  • Here some screenshots of my game

    You can also check it here. And even you can play here ))

    <img src="http://i47.fastpic.ru/big/2013/0706/fe/7ed419f2a7629e0f7d08e3b6c3f983fe.jpeg" border="0">

    <img src="http://i48.fastpic.ru/big/2013/0706/9c/9f1557a5bd9b3626fca65cfb1f85fe9c.jpeg" border="0">

    <img src="http://i46.fastpic.ru/big/2013/0706/01/e266d49c3afe08c0fe14a2514b79b401.jpeg" border="0">

  • I'm working on a game for a Game Boy Jam that started yesterday.

    The rules are 160x144 pixels, four colors only.

    I'm using Construct Classic.

    Check out GBJam! :)

    This is what i got so far:

    <img src="http://i.imgur.com/gh4QKRH.jpg" border="0">

    <img src="http://i.imgur.com/pcANL5C.jpg" border="0">

    <img src="http://i.imgur.com/qgzh0EE.jpg" border="0">

    Using Magicam to Smoothly Zoom in and out to the GB screen.

    Made a fast Chiptune track for background music using some Vst Plugins and FL Studio.

    Naturally, made the GB original bios screen with my logo instead of Nintendo's :P

    Think i'm gonna use that bird (grabbing it as i jump) to evade large spike pits and/or to fall into enemies with some style :P

  • Very nice idea! GB is so old school =]

  • Game Boy Jam

    I wish I knew about this!

    I had a game I started for Construct a while ago...

    <img src="http://www.seannoonan.co.uk/blog/Hjarta_116EF/hjarta_gameboy_style.png" border="0">

    Too many colours, I know. I'd love to go back to it though.

    And a shot or two of my game, One Day From Retirement.

    <img src="http://www.seannoonan.co.uk/blog/Day-28_B098/one_day_from_retirement_car.png" border="0">

    <img src="http://www.seannoonan.co.uk/blog/Day-28_B098/one_day_from_retirement_fud.png" border="0">

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