sman118's Forum Posts

  • <img src="http://4.bp.blogspot.com/-iVW_pf3bk1U/Uo2FqxfjLsI/AAAAAAAAC0c/JZ_Qc6VafPI/s1600/Dynamic+Lighting+Test.jpg" border="0" />

    So I've been playing with the plugin and really liking the results. I think I can use it for changing the lighting scheme on my 2D characters.

    My question is how to use it without setting the parameters to the "light" sprite like in Pode 's example. Its great when I plug my art into his capx, but I'm just wondering if someone can walk me through setting it up without the Light Sprite. I basically just want to control if the light source is left of the screen or right.

    Worse case scenario I can just use the light sprite and set its location based on the player. Any help is greatly appreciated.

  • I'm just starting to play around with the original effect posted. Can anyone tell me if there's a way to change the color of the shadow? Maybe give it a bit of a dark blue hue instead of only black.

  • I totally agree with you about the hair. When I shrink the sprite in Photoshop, I have it set up to only use certain colors. These colors were set up with the previous version of the character. There isn't a brown in the list of colors so it looks for the closest thing, which is the orange. I need to go in and tweak it. Glad you like it though, damainman

  • <img src="https://dl.dropboxusercontent.com/u/56104169/RedesignSprited%20Allbig.png" border="0" />

    Decided to finally bite the bullet and work on some kind of tweak to the character design. I've changed the hair to brown and added gauntlets to play into a motif I have for the game. I'm thinking of adding the ability to deflect energy with them. At the moment I'm leaning towards the design to the right, but we'll see. I'm going to start doing a lot of animating here in a bit and I need to have the new design locked down.

    <img src="https://dl.dropboxusercontent.com/u/56104169/RedesignInContext%2011-19-13.jpg" border="0" />

  • Thanks, MelVin . I've been thinking about some kind of bracelet and maybe a change in hair color. Just something I can easily change to the existing sprites. Glad you are liking it though.

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  • <img src="https://dl.dropboxusercontent.com/u/56104169/Flight-Angles-Sketch.gif" border="0" />

    This has been on my "to-do" list for a long time and I've never gotten around to it. Well that all changes now!...hopefully. The game still has a lot of placeholder art in there. It isn't too surprising because everything is still early on, but those sketches I have in there for flying really bug me. Its about time I fixed those up.

  • damainman Thanks! Turns out the deceleration was what was causing my problem. Your code was a big help. Good luck on the Kickstarter and Greenlight.

  • damainman Your game is looking great. I'm really liking your death animation. Can I ask how you are getting that nice arc when he flies back? I'm trying to simulate the knockback and bounce from the Street Fighter games and you seem to be way more successful than I am.

  • I'll give that a shot. Thanks!

  • <img src="https://dl.dropboxusercontent.com/u/56104169/photo%20%286%29.JPG" border="0">

    Hello all. I was working on my enemy characters and was curious about getting the type of knockback that you see in Street Fighter games. Basically, the character arcs through the air backwards, hits the ground, bounces, and then has a small arc till it lands.

    For a while I thought there was some kind of math that would do it, and then I saw this Q&A with Street Fighter II's original designer, Akira Nish*tani. He said that they couldn't figure out the arc either so they set up an array with points that the character would travel.

    His quote:

    The knockback a character undergoes when hit by an attack in SF2. As much as we tried, we couldn't get it to go the way we wanted with acceleration and deceleration formulas, so we ended up just plotting it out pixel-by-pixel on graph paper. We plotted out lots of other things pixel-by-pixel, too. Although it was just being fussy about details.

    (As many Mugen creators are aware of, the knockback for standing and crouching hitstuns in SF2 and many other Capcom games does not work from a typical velocity/acceleration system, but instead follows a preset array of position shifts.)

    I would be happy with knowing how to do it that way or any other means. I'm pretty new to arrays, so I'm not sure how it would be implemented. I could always just animate the arc animations, especially since I plan on using Spriter for the enemies, but that doesn't seem like the most elegant solution.

    Any help is appreciated.

    -Ben

  • Just picked up the game. Its a lot of fun and has a great visual style. Congratulations.

  • thanks, Dannyzigg . The game is still very early, so it is chock full of bugs. As far as the Superman thing, the generic nature of the costume is suppossed to be a story element, the chest piece is an orb, and the power set is different. I'm hoping that's enough to distinguish, but I'm getting that comment enough that I might change the hair color or add another element to change it up.

  • Thanks NotionGames ! I've been following your Youtube channel and seeing all of your pencil tests and prototypes has been just the motivation I needed.

  • <img src="https://dl.dropboxusercontent.com/u/56104169/Lift-Rough-Anim-9-26-13.gif" border="0">

    Haven't posted much here in a while, but I'm definitely still moving along when I can. My major problem is my inability to finish one aspect. I'm constantly growing bored and jumping from one game aspect to another. Anyways, I'm fleshing out a lift animation currently. I want to be able to pick up local objects and throw them at enemies. Speaking of enemies, I'm designing a robot character (below) that I plan on building and animating in Spriter. I'm excited by the possibilities of that program for my enemies. You can see all of this and more over at my blog: Need Your Disease

    <img src="https://lh4.googleusercontent.com/-_JmqlQO7eWE/Ujx_85uYNfI/AAAAAAAACtY/CuQGC36CzLw/s640/blogger-image--798641588.jpg" border="0">

  • I'm really enjoying the progress of your game. The character designs are really sharp and I'm especially enjoying the giant hamster. Definitely makes me want to start picking up my pace.