eliasfrost's Forum Posts

  • Updating some of the animations in Razzia

  • That's pretty much how I've planned. With the updated engine I have a tilemap that acts like a trigger mask for the levels and whenever I need a new trigger I just add a new tile and check whether the character is overlapping the new tile and then do the thing I want. Much easier than before when every trigger was its own sprite (which was super inefficient)

    Thank you, stay tuned

  • Ethan Thank you, I thought it turned out good too!

    byondisoft Thanks! It's certainly hard work getting every animation working like they should but it's worth the effort! Yeah I'm actually working on specific cover spots for the game right now, the bigger problem is getting the enemy AI to utilize them as well.

  • Thank you 4ror!

    I've been working the last few weeks on reworking parts of the engine to make developing more efficient, I took the time to implement moving screenchange (as opposed to an instant change) and I also (finally) fully implemented the teleporter. Immediate improvements/changes can be viewed below, hope you like it

  • So I'm having a bit of a problem right now. I'm having a button where when you press it your character runs and when you release it or the direction button you're holding, the character will stop with a forward slide. Now with the keyboard it works fine but sometimes with the gamepad the event don't occur or something (the character stops in place and loop his animation instead of sliding). The code is 100% identical, I use functions that are simply called by button presses.

    I can't share the .capx because it's waaay to large but my question is rather: what is the difference between release keyboard button and release gamepad button, if there is any? How does Construct2 handle the two differently and is there something I should know or use them differently from each other? Here's a screenshot of what the input code look like, the right image (keyboard) works flawlessly while the left one (gamepad) have issues with button release:

  • EDIT: nvm it was another issue!

  • You mean Construct the program. Like run it from your dropbox and start working? I dunno, the easiest way to find out is to try it. It would admitedly be a very handy if it works.

  • So I wrote a blogpost on Gamasutra about my problems with static screen gameplay and widescreen and after a few days it sorta hit the frontpage for some reason:

    If anyone want to read it you're most welcome and if you want to discuss the issue here on the thread I'd glady do so since the topic interests me (technology limiting design) a lot.

  • I use Paint.Net for everything except tilemaps, for that I use the forementioned pyxeledit. If I am to do tiles with normal software I'd need to draw the tile and whenever I need to check if its good I need to copy it at least two times to see how it blends at the sides and the bottom/top. With pyxeledit I can see the results right away as I draw which makes the workflow much more efficient.

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  • Thank you JanLindso, go Scandinavia

    I'm currently getting swimming into the game. Here's a gif

  • I think people are tired of retro style graphics, not specifically pixelart. Pixelart is the medium not the style per say.

    For example Eitr, Tower57, Mother Russia Bleeds, Megasphere and others have gained a lot of traction and good press/attention (some even got big stage presence on E3), and most if not all of those games have are made with pixelart though they utilize very modern techniques like dynamic lighting and shaders.

    When people say they are tired of pixelart they mean this or this but they rare critique this or this.

    The former utilize a tired style (Realm of the Mad God, Sword and Sworcery), this style has been utilized an incredible lot outside of their original sources and I can understand why some people are tired of them. The latter though have gained almost no negative attention because their artstyle is unique and fresh (or brings life to an old but not often justified style like Tower57). Not to toot my own horn but I am yet to gain a single negative remark about the visuals in Razzia and that game has been around since January on various forums and social media. I wouldn't be too worried about using pixelart unless you use a tired style.

    I think my point with all of that is that there's nothing wrong with pixelart because it's simply the medium that you use, most people are tired of specific styles, not the means of which you produce that style. And it also helps to understand your target audience, it's futile to market low-grade graphics to an audience that expect better but that doesn't mean that low-grade pixelart visuals is a small niché, in fact the market for that kind of visuals is quite large, if you know where to look.

  • That's highly subjective I'm afraid. Study your specific target audience and go from there.

  • I think what you mean with hi-res is vector graphics. It has some advantages, the most obvious one is that it's easily scalable compared to pixelart that can't be scaled at all without losing some of it's appeal.

    Vector graphics is typically animated with tweening (or in-betweening) which is an animation technique usually seen in Flash games and movies. The downside with tweening is that the animations can look incredibly robotic and stiff compared to traditional animation where you have complete control over things like contracting muscles and stretched clothing. Though that's not to say tweening is bad, Castle Crashers is a good example of tweening done right compared to tweening done poorly, for example realistic proportions using skeletal animation, unless very skillfully made it will look robotic.

    Pixelart also have its downside, for example it can't be easily tweened, so traditional animation is almost imposed and that eats up lots of resources and time. And like I said above, it's not particularly scalable compared to vector graphics. It also has a stigma for being the "lazy" way to present graphics since pixelart has the false preconception of being easy to produce, but just like any other kind of visuals, producing professional quality pixelart is very tough and takes time and artistic skill.

    Those are the two biggest differences I can think about at the top of my head. I'm not sure about whether more people prefer one over the other since taste is a very subjective thing.

  • I don't know, each level have 30 screens standard, though some levels take less and some more.

  • Thanks Liquid. I've done some additional work and I think I'm finally happy with the new style.