Hasuak's Forum Posts

  • Timer would be a better option. You can pause/stop the Timer if needed, which you can't do with Wait.

    I'd use timer, but what if there's some lag in the music? That would throw the timer off very easily. Games can have all sorts of unexpected janks here and there, so I wouldn't trust an internal clock to do something like this.

  • Is it possible to run events when a certain part of a song/sound file is reached? I don't see any events regarding this in the audio plugin.

  • Man, I've been thinking of making a game like this for such a long time. My only issue for it is the dialogue system and how I want to have lots of animations and such going on during them. How are you going to implement dialogue into this?

  • I wouldn't recommend using particles if you want to create those smears. Just spawn a lot of single blood drop objects with the bullet behavior. When the bullet passes through solids, make it spawn blood objects that don't move every 0.1 seconds or something.

    Well, particles could be used for some extra blood droplets, but you can't check collisions with them.

  • Working on multiple AI's. They'll cooperate to get ya:

    Whoa, this is dank. How did you make the animations? Just drawn frame by frame, or are they rendered 3D models?

  • This looks amazing. Verry good job. Could you make a tutorial for this or just explain it. Really awesome.

    Thank you! I'll make a new thread about my game in the near future because the past thread got buried and has very dated stuff in it. You can find the thread by searching for "Fist of Stronk" in the WIP forum.

    There isn't too much to really tell about this. 80% of this is just pre-rendered 3D models with WebGL stuff used for the lighting. Technically the graphics very much like Donkey Kong for SNES, but the level tileset is just cubic and without any slopes. The level is built by using a tiled texture for the bricks, floating seperate sprites for the windows and thin tiled textures for the trims (floor, ceiling, walls etc.). Lights are additive sprites and the background is just a placeholder photoshopped picture of Hong Kong, haha.

  • Whoa, neon. Whoa, where's my eyesight?

    Playing around with GL effects and trying to find an optimal and optimized way to make pretty neon stuff.

    Full resolution here: http://i.imgur.com/ah0AHh4.png

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  • I can see you're clearly taking inspiration from Earthbound/Mother 3's character art. I like it.

  • I'd really like to know what you think about this one, since I made some drastic change on my project's art direction.

    p.s: you can find more stuff here

    https://www.facebook.com/nanioheian/

    Really nice and unique style. Just make sure to not overdo the chromatic aberration. It can be a polarizing effect <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

  • Fist of Stronk kinda died off for about six months, but I'm back and gaining new winds under my wings. Or something like that. Maybe it's the caffeine talking and I'm gonna lose motivation right after the rush wears off. Won't be updating the thread before I got more in-game stuff to show. Anyway, here's STUFF and THINGS:

    Our yet unnamed player character: http://i.imgur.com/OztS5m9.jpg

    Slugmen. They spit and jump at you. They're clumsy and fall into pits often: https://i.imgur.com/N35Z77x.jpg

    Oilfish, or whatever. They spawn in swarms from puddles of deep sea muck and live only for three seconds: https://i.imgur.com/N0ZyTqW.jpg

    WIP Undead brother and sister. Boss characters: https://i.imgur.com/D61aKYS.jpg

    "Executioners". Angry. Rip their heads off and crush them to create a volley of homing fireballs: https://i.imgur.com/jDreuGx.jpg

    A simple limo driver who drives the hero around. Scared of everything: https://i.imgur.com/y5QUTz0.jpg

    Screenshot 1: Slug getting punched in the ribs: https://i.imgur.com/NXG1okS.jpg

    Screenshot 2: Slug explodes. That effect looks huge, but disappears really fast so it won't clutter the screen: https://i.imgur.com/zhdxcpv.jpg

  • > Dunno if this has been said before, but the main character looks like a total Castle Crasher ripoff. Like the same character but with a ponytail.

    >

    Yes - no problem for me.

    Might not be a problem for you, but I doubt people will be very happy if you try to monetize this game.

  • Dunno if this has been said before, but the main character looks like a total Castle Crasher ripoff. Like the same character but with a ponytail.

  • Crazy! I fear that the visual effects can be really heavy on the eyes on a longer gaming session, though. Looking forward for a gameplay video!

  • Yea, the visuals need a lot of work, but mostly on the color department. I'm not criticizing your modelling skills. The background is really overwhelming and everything seems to drown into it. Everything is the same orange/brown shades, and that's considered bad visual design. Try seperating the important stuff (player, enemies, items etc) from the background by giving them distinctive colors. Also try toning down the contrast. More contrast = more strain on eyes, most of the time. Try rendering those objects without textures at first and make them work just as shaded, colored polygons. Then see if you really need the textures.

  • I'm trying to create an effect where object shrinks as it goes farther from camera (upwards on screen) and gets bigger when it gets closer (downwards). There needs to be a set Y position that determines where the object's size is at default. I just can't seem to wrap my head around how to do this.