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  • Pehesse This is stunning! How many animation cycles do You have for a single character during the fight?

    Thanks a lot I use about three different "sets" of animations depending on the character type:

    • main character: she has 27 different animations for her basic moveset, and over 20 more for all unique, character or situation dependant moves.
    • match opponent characters: they have a lot less, around 20-30 to cover everything they need to do (since they basically only ever fight the main character in standard play)
    • beat'em all multiple opponents characters: even less, since many of them can appear in parallel, so I need to keep in mind memory use! They have around 15 per character.

    I hope that answers your question?

  • Pehesse Definitely That is as expected - a ton of animations! I love the artstyle. Keep up the good work!

  • Pehesse Definitely That is as expected - a ton of animations! I love the artstyle. Keep up the good work!

    Ha ha, yeah! Had to pull a few tricks and cut some planned stuff to stick under the 1Gb RAM usage limit, but so far, it seems to work

    Red Riding Hood looks super impressive, too! How do animations work there?

  • Pehesse RRH animations are rigged 3d models transposed into 2d spritesheet and slightly refined there. I'm very lousy animator, though. Apart from the obvious run, jump, crouch, idle etc. cycles I also add some special movements, depending on the chapter they are used in, so nothing fancy...

    1 Gb RAM usage is slowly stopping to be an issue, although I try to keep it somewhere around 512 Mb.

  • Pehesse RRH animations are rigged 3d models transposed into 2d spritesheet and slightly refined there. I'm very lousy animator, though. Apart from the obvious run, jump, crouch, idle etc. cycles I also add some special movements, depending on the chapter they are used in, so nothing fancy...

    1 Gb RAM usage is slowly stopping to be an issue, although I try to keep it somewhere around 512 Mb.

    I see! Well, as long as it works and it has style (which I think it definitely does), it oughta be good enough

    I'm wondering how I'll handle my next project with C2, with that 1Gb memory use "limit" (though actually not really, it's only a warning as far as I'm aware), seeing how I plan to push animations further... maybe I'll contact Scirra to ask for the possibility to toggle off the warning message :v

  • All graphics are ripped 100% real, also this uses a mode 7 effect to re-size the notes and the fret board/track.

  • Those are kind of some nice 3D models you have there for your generic GH game.

    This took me bloody forever today to get working fine in a basic form.

  • WIP.

    For Android devices.

  • Making a little mobile game as a side project to rest my mind in between the hard work on my main project. Experimenting with art styles atm. This is what I have so far

  • Also my future entry for the Rikoshe Game Jam Once i finish it in time >.<.

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  • I went ahead and added the sun into my game

  • Textspeed is a lot faster, it's just a gif framerate limit (the actual milliseconds between letters is 50)

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