Pehesse's Forum Posts

    Hey everyone!

    So, I've succefully integrated Greenworks (or at least, I believe so) - the game launches through Steam, and the pop-up prompting to use alt+tab to use the steam overlay displays on the bottom right just fine. So far, so good... except that's about it.

    Using test commands, I'm trying to unlock achievements, but this doesn't seem to work, or at least, it has no visible effect, nor does using shift+tab to display the overlay. Is this a known issue? Any ideas what to do? I'm at a loss, so any help will be GREATLY appreciated!

    Thanks a lot in advance

  • Pehesse RRH animations are rigged 3d models transposed into 2d spritesheet and slightly refined there. I'm very lousy animator, though. Apart from the obvious run, jump, crouch, idle etc. cycles I also add some special movements, depending on the chapter they are used in, so nothing fancy...

    1 Gb RAM usage is slowly stopping to be an issue, although I try to keep it somewhere around 512 Mb.

    I see! Well, as long as it works and it has style (which I think it definitely does), it oughta be good enough

    I'm wondering how I'll handle my next project with C2, with that 1Gb memory use "limit" (though actually not really, it's only a warning as far as I'm aware), seeing how I plan to push animations further... maybe I'll contact Scirra to ask for the possibility to toggle off the warning message :v

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  • Pehesse Definitely That is as expected - a ton of animations! I love the artstyle. Keep up the good work!

    Ha ha, yeah! Had to pull a few tricks and cut some planned stuff to stick under the 1Gb RAM usage limit, but so far, it seems to work

    Red Riding Hood looks super impressive, too! How do animations work there?

  • Pehesse This is stunning! How many animation cycles do You have for a single character during the fight?

    Thanks a lot I use about three different "sets" of animations depending on the character type:

    • main character: she has 27 different animations for her basic moveset, and over 20 more for all unique, character or situation dependant moves.
    • match opponent characters: they have a lot less, around 20-30 to cover everything they need to do (since they basically only ever fight the main character in standard play)
    • beat'em all multiple opponents characters: even less, since many of them can appear in parallel, so I need to keep in mind memory use! They have around 15 per character.

    I hope that answers your question?

  • Hello everyone!

    Seeing how I've been working on this for quite a while and used the many useful tutorials available here to make it happen, it only seemed right to eventually post about Honey here. So without further ado, here it is!

    Honey Rose: UFE (short for Underdog Fighter Extraordinaire) is a life-management simulation, presented as a visual novel, with hints of beat'em all for added flavor and spiciness. Take a look at the trailer to get a better idea of how it all works!

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    Where is the project at today? I'm currently about 70% done, all of the core systems are in place, and I'm working on the remaining needed assets and script, before finishing with the system overlays (menus, full gamepad support and the like). I'm aiming for a late 2016 release on Windows.

    The game is being developed by myself only, along with the help of Morusque for the soundtrack and sound effects!

    Some more links if you want more info about the game:

    -homepage: http://pehesse.fr/honey/

    -TIGsource devlog: https://forums.tigsource.com/index.php?topic=42222.0

    -tumblr devlog: http://pehesse.tumblr.com/

    -twitter:

    -patreon: https://www.patreon.com/pehesse?ty=h

    -indieDB: http://www.indiedb.com/games/honey-rose ... aordinaire

    I think that about covers it for now. If you have any questions or comments, I'll do my best to be available to you all here, on Twitter, or... well, just about anywhere I post about Honey!

    Hope you like what you see!

    --Pehesse