sman118's Forum Posts

  • Pretty cool. Nice look to it and I enjoyed the music. I'm looking forward to seeing more.

  • Very cool. Is there actually a place that makes mock NES cartridges?

  • Great work. A little buggy how you can jump too high and it resets you.

    Out of curiosity: How did you get the walk cycle? Did your son walk across the room or did you have in on a treadmill?

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  • I tried using this technique for switching between the platformer behavior and the 8 way movement behavior, but am having trouble. I set up each behavior within a group and am trying to enable/disable groups based on a global variable called "PlayerState". When I run the program, all I get is a grey screen.

    I'm still pretty new so any help is greatly appreciated.

    Capx: dl.dropbox.com/u/56104169/State%20Change%20Test.capx

  • Nice work. I look forward to following your progress.

  • That is the most effective and jarring death ever. The screen shake really adds to it. Good work.

  • As always, thanks for taking the time to post these. They are a big help.

  • We're definitely interested. It already has such nice atmosphere with the placeholder art and music. I'm really looking forward to how it progresses.

  • I really like the look to your game and the concept seems really fun. I think that homing missiles in level 1 may be a little steep for the player to start up at. Its fun, but might be better to have that in later levels. Graphically, the only thing I might change is the Red text against the green background on the bottom. Its a little hard on the eyes.

    If your first project is this good, i'm really excited to see your next.

  • Really nice work. The game is a lot of fun to play. Just wish I was better at it.

  • I thought that Spriter outputed the frames of animation as separate images. Does it import the entire bone animation into the program and just rotate the images? I might need to better research it.

  • I was looking to do a cross between a beatemup and Choplifter with a golden age comic aesthetic. The goal is to create situations where the hero would have to save a civilian and get them to safety. Similar game play would include capturing criminals and dropping them off with police officers. I'd also like to pepper in other situations for the player to handle: stop runaway train, put out fires, etc.

    In a perfect world, I would create a whole city where the random events could happen. For example: Your character hears a window washer yell for help while dangling from his platform. You fly to that point of the level but as you get there he falls. You catch the civilian in mid air and deliver him safely to the ground/nearby-ambulance.

    Stuff like that.

    As far as Flash's bone tool, I've definitely looked into it and think it could be a huge benefit.

    <img src="http://4.bp.blogspot.com/_6-0onMqTMGM/TEZOd_iwIYI/AAAAAAAAADk/FRmHIZdiXC8/s400/010.jpg" border="0" />

  • That site's great and what I wouldn't give to be able to play Lemmings on my iPad (that and rollercoaster tycoon).

  • I agree, Long live the pixel art!

    But if I could explain my other reasoning for going that route: I am a huge fan of well animated games such as Earthworm Jim, Another World, and Aladdin on the Genesis. More recently, I've been inspired by the games of Wayforward Studio (Namely The Brave and the Bold (DS), Alien: Infestation (DS), and Mighty Switchforce (3DS). Those games are beautiful to look at and have a very fluid look.

    Since I'm only one person, I have to come up with techniques to produce a lot of animation quickly. Most of these are using Flash or After Effects to bend and rotate things to give the illusion of movement with very little effort. When you shrink that down in Photoshop, it seems less obvious that I'm using tricks. Here's an example of using the puppet tool to bend and deform the limbs in an idle animation.

    [TUBE]S6a6MmpVuD4[/TUBE]

  • E Bear, Thank you so much. Those shows had a huge influence on me and I've been a die hard Timm fan for years.