sman118's Forum Posts

  • BurningWood Sorry. Haven't been on the forum in a really long time. Spriter has integration with Papagayo (free) which is what I plan on using. Check it out

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  • ErekT That is awesome! I'm sure I'll be studying this closely when getting combat to work in my game. Thanks for sharing.

  • Looking awesome! Great job.

  • Big thanks to the people who still stop by for updates. I post much more frequently on my facebook and twitter pages.

    Anyways, I'm in the middle of getting some flying animations in there. Basically, the most fun stuff that I've been promising for years. Got the player to twist his body on the turn. Once I have it tightened up, I'll do the reverse direction.

    Also, did a mockup of a new version of the BG assets. Hoping to geth some tiles made soon because I really think it helps the level "pop" out. More to come.

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  • Haven't posted in a really long time, but I still add to the game when I can. Got some new background tiles going for buildings and just worked on this punch combination. Need to work in combo stacking and have it affect some enemies. Hoping to have that soon.

    -Ben

  • > My thinking was that the new pictures would take on the custom pivot point because they were all the same size as the original art. Regardless, I'll just start over using the bones exclusively. Thanks for your help and all your work on the plugin.

    >

    > -Ben

    >

    You likely don't need to start over. There's a fast way to copy your pivot points to images of same name and same size. (if they are in a different sub-folder as the original images.)

    look here : https://brashmonkey.com/spriter_manual/ ... ffects.htm

    At the bold text just before step 3

    cheers.

    -Mike at BrashMonkey

    lucid and I checked out the link provided and it seemed like it was the steps for creating a new Character Map and didn't mention carrying over the new default pivot points.

    Regardless, I did another test and edited the pivot points on the layout (which is actually my preferred way of working) and not by double clicking the objects and setting before importing. The new test worked perfectly so that is how I will do it. I wasn't too far into the animations so I can just start over.

    Thanks for your help. I'm looking forward to getting it finished and up for people to use.

    -Ben

  • My thinking was that the new pictures would take on the custom pivot point because they were all the same size as the original art. Regardless, I'll just start over using the bones exclusively. Thanks for your help and all your work on the plugin.

    -Ben

  • lucid I did a couple of tests with just a few images thinking that the larger guide images might be the problem. Turns out that I don't have the problem if I don't change the Default Pivot Point. Should I not be doing that and also using bones? Thanks.

    -Ben

  • lucid Great to see the Spriter plugin doing so well.

    Now to hit you with a problem...I'm sorry. I was putting together Spriter Art Pack for the store based on some zombie animations I did last year. In the middle of animating, I thought I would test out the Character Pack swap and got the attached problem. Kind of a bummer. The transparent art on the right picture is just a guide image. Not sure why the art isn't matching up. I went through a lot of trouble getting all of the body parts to match up exactly so I wouldn't think that's the problem. I'm using Version 7. Any help is appreciated.

  • See the second Devlog Here:

    Super quick video. Starting to get my flight angles in. I think I've figured out how to get my guy to turn his body as he rotates to his final position. Hoping to do more of these short videos. Please like and subscribe if you'd like to see more. Thanks!

    -Ben

  • Update: 2-4-16

    The game jam wiped my brain and i'm finally starting to ease back into my main project. It hasn't been easy. As far as I can figure, I was working on getting the "fast" flight animations in. I realized that he looked stupid while he was turning and all straightened out, so I figured out a way to determine if he is turning up or down and animate accordingly. Basically, I took the movement angle and converted it to a rotation angle (piggy backing on a lot of conditions set to trigger animations) and compared that against the direction being held on the analog stick. Confused yet? Me too, but I think the theory is sound. So I will be doing a little test soon and finishing the rest of the turning animations. More to come.

    Ben

    PS - I also added a new head angle. I should probably do more of those.

  • Completed my first Global Game Jam this weekend with the rest of the Cleveland Game Devs.

    Took this year's theme ("Ritual") and applied it to people with OCD. I wanted to recreate a classic formula: Save the world with your gun. But what if you had Obsessive Compulsive Disorder? You might have to clean your gun and be afraid of loading an odd number bullets. Plays like basic Contra.

    The idea started as a joke, but it presented interesting situations where you went from powerful to extremely vulnerable. If I get a chance, I might tighten it up and put it on the Scirra Arcade.

    Gamepad is required.

    Move with Left Stick

    Jump with B

    Fire with Right Trigger

    Once out of bullets, hold Left Trigger. Mover Left Stick left and right to clean. Once clean, you load bullets by pressing A then Y.

    Don't load Odd numbered bullets. He hates that.

    THIS IS DEFINITELY NOT A FINISHED GAME. JUST A TEST COMPLETED IN 48 HOURS FOR THE GLOBAL GAME JAM.

    Global Game Jam Link: http://globalgamejam.org/2016/games/saving-worldwith-ocd

    Play Directly Here (Gamepad Required): https://dl.dropboxusercontent.com/u/56104169/GGJ16/index.html

    Definitely not a finished level. Just testing an idea.

    All art and programming was done by me.

  • mudmask Yeah. There is one drawing for the hand, one for the forearm, and so on. But you can also set up multiple versions to use in an animation. For the Robot, I have 3 or for different torsos to switch between. So when he twists his body, I'm just switching between the different versions and sliding the other body parts around to line up properly. Spriter also lets you swap out entire sets of files for other ones. If you look at the pictures from my superhero game, you'll see a bunch of civilians. Ultimately, I'm going to draw a lot of different hair styles, clothes, and faces. Then I can randomize them when they spawn and the city will have unique citizens. I haven't done too much with that yet though, but it is the dream. Hope that helps.

  • HR78 That is defnintely understandable, especially if you don't have any previous experience with skeletal animation. Brashmonkey has a lot tutorials on his Youtube page that might be of good use. I've been playing with the idea of recording a few tutorials myself. If there is anything specific you would like to know, you can feel free to ask.

  • mudmask

    Fist off, I was checking your site and your games look awesome. I can't get one finished and you've got 3. I'm pretty jealous.

    Second, I'm pretty much in the same boat as far as Spriter Pro. I know how to get in there and move stuff around, but there's still a lot that I haven't figured out yet. Its just a matter of me sitting down to spend some prolonged time with it. My original hang up was that I couldn't draw in the program so it felt like too much pre-planning to be as useful or as organic as I'd like. I've kind of gotten past that and am using it for all of my NPC's.

    I put up a video on my Youtube channel with a little commentary of me making my Robot enemy:

    I definitely think it is worth the money and am excited about some upcoming features. Especially controlling parts of the character independent of the rest. If I could get an enemy to randomly say things to you in the middle of battle, I would be pretty excited.

    At least that's the dream. Thanks for checking out the game.

    -Ben