kraed's Forum Posts

  • RandomFellow

    Super thanks! I've never gotten such a nice compliment in regards to game dev. The dev log is up and running, i got a few details there.

    I've started to notice that the overall quality in C2 games has improved in the community, there's a boom of nice artists around.

  • Starting a fresh new project, hope i keep at this one. Going well for now. Implementing lamp dynamics!

  • Atmospheric sidescroller, take the challenge of managing and keeping order in a restless necropolis.

    Current stage: Mockups, prototyping, and conceptualizing

    Team:

    Pine- Assets Design and Concepts

    http://pinekkk.deviantart.com/

    Valentine- Character Design and Concepts

    http://warzone16.deviantart.com/

    Myself- Programming, Music, and Modeling

    Gameplay

    Play as the graveyard's overseer, trained in the arcane arts (but now retired). Guard the graves as the skeletal bodies underneath try to protrude. Reach the tombs in time and cast a spell over them in order to avoid a body to rise, wait too long and the undead will unearth and roam either aimlessly or with all the intention of giving you a hard time. Roaming bodies require longer and/or more complex spells. It's all fun and games until someone looses a limb.

    Entities and presences also lurk the graveyard, protect yourself with the appropriate rituals or try to strike up an agreement...but whose...yours or theirs?

    Gear up, after all, you are the night shift guy. Equip yourself for the pitch black of night, gather the essentials: lamps & oils, spells, rituals, charms, and trinkets.

    Game progress will be presented in the form of map expansion. The Graveyard will grow in sectors towards the right offering different enemy types and challenges.

    Concepts

    Main character concept

    Tombstones concepts

    Mockup/Prototype

    This is a very early work in progress, currently the basics of the lamp dynamics. I finally implemented, in a minigame sort of way, a quite watered down idea of the actual gameplay.

    https://dl.dropboxusercontent.com/u/102181736/Prototype/index.html

    Arrow keys- movement

    Hold Spacebar to cast spell

    1, 2, 3 (top row)- Candlelight color

  • So far, so good! Only needed to add the scon and it solved the issues, it does through a warning/bug report when importing the scon but works anyways.

    Will be buying Spriter as soon as possible!

  • Hey, guys! I'm also experiencing the sprites to appear in the preview as invisible after i import the scml, i select all of the sprites and switch them to visible and they appear ingame but the animation does not play. I have tested this with fresh new animations and have no clue of what is going wrong. It's my first time using the spriter plugin, i do have the settings checked in Spriter. One of the parts also imports out of place.

    what's the difference between scml, scon, and legacy?

    Any suggestion would be highly appreciated, thanks in advance.

    Awesome work with the program, guys, i really dig it! Just hope to fix this soon to enjoy the marvelous features.

  • Nice and subtle, visuals are nice and controls feel cool. Hope to see more from this soon.

    Hurray for fishing games!!

  • Hm, can you move distances between joints? or perhaps move the objects with each joint?

  • This is very visually satisfying. The concept sounds awesome. I really like the idea of catching the fish, and making a log of them. It would be cool if there could be a leaderboard system. When you can view other people's logs, and compare with your friends. Making the rod customizable is also a plus, people really like designing stuff themselves . Overall, this looks really addicting. And I cannot wait to play!

    Glad you are liking it, there are a few secret things planned for plausible multiplayer interaction but not very gameplay related, more of an experimental idea. Soon I will make a post detailing a bit of how the rods, bobbers, hooks, and lures will work in combination. Still will take a bit of time until a playable build.

    Love fishing IRL and in games, looking forward to this one!

    Love the movement animation of the water. Curious about the game. Love the graphics!

    Thanks, everyone, for the reply. Very appreciated, there still a few things coming so stay tuned. Graphics will change but for the better and probably into a better version of what is already showed.

    I need a bit of help working the fishing mechanics so if you have ideas, suggestions and are handy working C2, be sure to give me some tips.

    The link to the How Do I? post

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  • Did you use the 3d tool from illustrator to draw that ball?=p

    Nope, the items and terrain are done in Blender.

    I would argue that you don't necessarily need the fishing line. After all, it's usually so thin...

    I have been considering that, actually. Would save tons of trouble but the concept is kinda stylized so having a neat, slick line might come in handy. With or without line, though, i still have all the other issues.

  • Thanks, thanks! There still a lot to work with the art!

  • Hey, Scirra! It's been a while since i've posted and i'm back working a nice concept i want to see develop bit by bit. A meditative shore fishing experience. I started focusing on the look but stopped working assets until i get basic casting, hooking, and reeling mechanics. The game will be stylized and minimal and the aim is to bring the chillness and relaxation of shore fishing in a clean manner.

    I'm trying to work with physics and joints to get a dandling tackle from the tip of the rod to a bobber and a hook. Here's my progress so far.

    I'm very pleased with this but one of the main issues right of the bat.....there is no fishing line....i have no idea how to create a proper fishing line between those assets. I looked at some very nice rope examples around in the site but didn't understand them quite well and need some further explanation on hooking that up (get it? get it?) and be able to make the fishing line extend when cast and reeled in when necessary.

    At the moment i'm using revolute joints to connect these objects and haven't been able to produce a proper cast due to several problems.

    -not knowing how to extend the distance between joints.

    -currently producing a bad launch by removing the first joint, i'm finding this method very hard to control and a bit unpredictable. hard to time right, etc.

    -getting the bobber to "float" on some kind of water and react to fish nibbles. not sure how to implement this properly either, at the moment i have a water sprite which when the bobber collides with it triggers the creation of a joint between a sprite above the bobber and the bobber itself. The nibble trigger applies a force to the bobber but due to not being able to make the joint stretchable, the bobber merely gets pulled and dangles rather than to lower and shake.

    -cast strenghts, an important factor would be to be able to cast to different distances but haven't mingled with this area yet due to having the above things unresolved.

    Feedback and help would be very appreciated, guys!

  • This is super nice! Very catchy and the right amount of simple. Liking the look a lot but not very into the text. Try to have fun with the interfaces and menus, make them match the actual game graphics a bit more. The challenge is very nice, would love to see things getting visually more interesting the farther you get. Perhaps a nice but light/faint particle trail behind the pinwheel as it jumps and lands. Keep it up, it is looking nice.