kite's Forum Posts

  • 10 posts
  • Hey, that could work. I'll give it a shot here shortly and I'll see how it works. Thanks for your help so far, man!

  • That solves the first half of the problem; targeting the character when it's off the ground, but I still don't know what to do to keep it moving forward at the pace it was going at when it left the ground.

    Since it doesn't stop additional input, I'm afraid it doesn't solve my problem.

  • Hey, there.

    I spent a good hour and a half trying to find a way to prevent a character from changing direction in mid-air after pressing the jump key. None of the things I tried were remotely successful, and I couldn't find anything to really help me in any tutorial or the manual.

    If someone has solved this problem or has an idea of how to go about doing it, I would love to hear it.

    Thanks so much in advance, guys/gals.

  • Hey, man. Give Pro Motion a try, from Cosmigo. (Search "Pro Motion Cosmigo" or you probably won't find it). It costs a few dollars but it's a fantastically powerful tool built specifically for spriting. There are video tutorials on how to use it, and there's a manual with it.

    Cheers.

  • For generic kicking and fighting spritesheets, I'd say look for streetfighter sprite sheets. Ryo is pretty much as stereotypical as you get 'em. (Because he's very old, not because he's poorly created!)

    For looking at level design and where to put things for certain games, I would give this site a look:

    worldofleveldesign.com

    Though there's one thing you can also do that's probably the best thing for you to do, and anyone else wanting to do any kind of work, is to do your own original research. Play same games, map out the levels, mark where things happen and what kind of things they were. Things like that, and you'll almost certainly gain an intimate knowledge of level design.

  • I think what I do may help you.

    First pick a real-world item that you can use as a relative scale. Since the games I like to play with usually have human characters, a 6ft/72inch human is a pretty good point of reference.

    Based on that human, other measurements are fairly easy to guess. Import your reference image (the human) into Construct 2(or any other game engine) and see how it stands up. Is it too big or too small for the screen or viewport that you want? If so, adjust that model until it's what you want.

    From that, the other objects you make that are a relative size of your human will be spot on (or very close!) to what you want them to be when you import them.

    For software and vectors I just use Inkscape. It's free if you want to try it.

    I hope this helps.

  • I saw this list on Twitter and thought it would be well suited to the forum here. Have at'er.

    pixelprospector.com/the-big-list-of-game-design

  • Thanks, guys. Both links were extremely helpful!

  • I was wondering if I could get some advice on how to promote my project before I run a Kickstarter/IndieGoGo campaign. I would like to have some attention around my game before I make the move to crowdfund.

    Thanks in advance.

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  • The running/frame guide is quite nice, and the constellation --if it's accurate-- is awesome. Some authenticity in games always adds so much value. Thanks for the share, man.

  • 10 posts