RAZE - Paladin Wings (working title)

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  • WOW

    That is the best startup screen I have ever seen! Only suggestion I have is maybe remove some of the lines that are sketchy because in my opinion they make her skin a bit furry...unless thats intended..

    I have attached a zip file containing a png file, i screenshotted your game and modified the pic a little bit so you can see what I mean.

    And erm I'll look into the tiledbackground issue

  • I cant reproduce the tiled background bug. Would you be able to tell me the following:

    width and height of the image

    width and height of the tiled background

    x and y of the tiled background

    This will help us reproduce it

  • her gun seems to go from pointing down to pointing up? is that intended?

    and lol, f-boobie

  • I cant reproduce the tiled background bug. Would you be able to tell me the following:

    width and height of the image

    width and height of the tiled background

    x and y of the tiled background

    This will help us reproduce it

    http://www.quotecats.com/what/tilingweirdness.cap

    reproduced in here

  • I cant reproduce the tiled background bug. Would you be able to tell me the following:

    width and height of the image

    width and height of the tiled background

    x and y of the tiled background

    This will help us reproduce it

    Sorry David, I think you posted that while I was out last night or something... looks like Faggatron beat me to it anyway, but the tiled background is like 2500 tall and about 30 wide, the image itself is like 30x80 maybe? If you want exact numbers I have to go get on my Construct PC so I can check.

    *EDIT*

    Also, cheers for the rework of the title screen image. What I'm going to do is replace those lines with more shading instead. The lines represent muscle folds, and they work better on a non-colour image. I will take them out like you did but replace them with some shading and it should look sweet then!

    her gun seems to go from pointing down to pointing up? is that intended?

    and lol, f-boobie

    What do you mean goes from pointing down to up? And yeah lol, I have to keep track of the layers somehow!

  • aha! It happens when an images width and height are not the same!

    int firstVisCol = (scrollx - info.x) / (size.cx);
    int firstVisRow = (scrolly - info.y) / (size.cx);
    [/code:301o2vav]
    
    Well thats rather embarressing   
    
    We accidentally used the width where we were ment to use the height...a 1 letter change fix!
  • aha! a 1 letter change fix!

  • <img src="http://www.ntsc-uk.com/reviews/ngc/PN03/01.jpg">

    First thing I thought of when seeing that, hehe. There have of course been others, but for whatever reason that one stuck out first.

    I like the sprite. Hopefully you have a good config for animation, and aren't doing full detail frame by frame

  • <img src="http://www.ntsc-uk.com/reviews/ngc/PN03/01.jpg">

    First thing I thought of when seeing that, hehe. There have of course been others, but for whatever reason that one stuck out first.

    I like the sprite. Hopefully you have a good config for animation, and aren't doing full detail frame by frame

    lol poser render...

    Cheers... I do indeed have an idea for full animation. Every part of the character is a seperate layer in Photoshop, so I will be making the character out of several articulated jointed parts. This way I will be able to have simple things like breathing and swaying arms while "still" etc etc, without having to painstakingly animate every damn frame!

    *EDIT*

    Oops, forgot to thank David for fixing that bug lol... I guess it will be one of the bug fixes in the next release! Cheers mate

    ~Sol

  • Sounds goodd

    Yes, there's an extra D there and NO I won't remove it!

  • The back view (for flying downwards) is coming along so far... Obviously it's the wrong way up at the moment, but I find things easier to draw with the top at the top etc, then rotate it around 180� afterward. Now the big question.... to G or not to G?

    <img src="http://i2.photobucket.com/albums/y46/soldjahboy/Photoshop/screenshot2.jpg">

  • Right, so... I have been messing around for the last 3-4 hours with my character animations, and I think I have gotten it down pretty well so far. There is still some need for additions and fine tuning, and I ended up using only the original "side view" and ditched the front and back views of the character which were going to be for the "up" and "down" directions.

    I have now fully articulated the arm so it swings 360�, yet retains proper z-order with the body so it doesn't look "wrong". This way you can now aim behind you... the character casually swings her arm across the front and aims behind in true John Woo "I'm not looking where I'm aiming, but YOU DIE ANYWAY!" fashion.

    Making the head tilt as well turned out to be a bigger problem than I thought. I can make it have a nice 15� range for up and down, but for some reason it will not mirror when the character turns around... it's stuck looking to the right when I have this option coded in. Don't know why, don't really care to be honest... ended up using a cool but simple "look left or right" head movement, which switches when you turn a few moments before your body turns. The characters spare arm also moves around based on your current angle, but I'm going to tweak this because it looks funny at times. You may also notice some subtle shader based animation using "warp" if you are sitting still... though it's there when moving it's just not as noticable.

    A weird bug that has appeared now that the character is made up of several "bits" is that you can now fly right through some, but not all of the "walls" which boundry the level. It seems the horizontal walls can be flown through if you are travelling left only, and the horizontal walls if you are travelling up (I think it was up). Making new events for "If player collides with wall > stop" or "player is overlapping wall > stop" don't seem to do anything... can't figure that one out. I tried using a container for the player and her parts, then tried again without... any hints as to why this is happening would be great :/

    Anyway, there are a fair few bugs and things I need to sort out, but again I ask for you guys to have a look and give some feedback on the current player movement changes/improvements (I hope they are improvements!) so without further rambling... here is the link to the next test installment.

    http://www.fileden.com/files/2007/8/21/ ... alpha2.rar

    Hope you guys like it.

    Mouse aiming is back by the way enjoy.

    *EDIT*

    known bugs:

    -player clips through walls

    -"dash" attack needs alignment fixing

    -booster on players back needs adjustment

    -arm movement looks a bit funny on certain angles or if player mouse is ontop of character

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  • <img src="http://www.fileden.com/files/2007/8/21/1367167/RAZE-test-alpha2.rar">

    [Edit]

    Clarification: Your file is set to private.

  • Just a heads up deadeye, your post has a message about a file being private to the owner.

  • Just a heads up deadeye, your post has a message about a file being private to the owner.

    Yeah... that's the image I get when I try to download SB's newest demo.

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