SoldjahBoy's Forum Posts

  • OK next build is here:

    http://www.fileden.com/files/2007/8/21/ ... -v0.85.exe

    Fixed:

    -Animation transitions for all animations

    -Bug where player could not grab ledge after bunny hopping

    -Jumping animation sequence adjusted to look more natural

    -Crouch now works

    Added:

    -Skid animation

    -Sawblade glare effect

    Next Up:

    -Finish animation frames for hand plant

    -add wall jump ability

    -add wall slide ability

    -Special effects for "dust" under shoes when skidding or landing from a jump

    Let me know if you guys find any more bugs... so far I have found one where you stick to the wall near the top of the ledge... I think it could be a simple object alignment issue but I haven't bothered to try and fix it yet. That other weird bug where you can handplant when you try to jump off the ledge is still there too... can't figure that one out either just now. Apart from that I haven't found anything else.

    ~Sol

  • ouch hmm what could be causing it? youve got the framerate vsynced right?

    Yeah I left it at default settings, so it should be fine? It's only on Chamber that it's happening, but I haven't tried to rebild EXEs for anything else yet.

    I'm gonna try it on my other PC later and see if the problem is still there.

    It's weird though because if I run it through Construct it's fine, but if I build the EXE and run it, the framerate is bad.

    ~Sol

  • Hahahahahah xD

    ~Sol

  • ummmmmmmm :/

    ~Sol

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  • WTF O.o

    I hate that guy... he stole my name and messed up the spelling. I've had this internet/game name since the mid 1990's.

    ~Sol

  • GraphicsGale is the program I use for all my animating. You can create animation frames directly in the program, see your animation working as you work on it, view them overlapped with each other via onion skinning, and then, to top it all off, you can then export each frame as individual image files with just a couple of clicks. Hands down the best program for pixel art/animation I've ever used, and you can buy it online for just about 20 bucks.

    Cheers for the tip. I have Adobe Image Ready which does pretty much the same thing... but I still do things the "old fashioned" way, even if I'm not touching up/editing an existing sheet. I might check it out anyway... it could come in handy.

    ~Sol

  • I noticed when I made an EXE file of my current project (Chamber) it runs at about half the framerate that it does if I just run the layout from within Construct. Is this normal? I have never noticed it before...

    ~Sol

  • >

    >

    > Yeah I am using some values for different animation states. Perhaps I need to create more "resets" for the base values. I can't seem to repoduce the bug you are talking about, but I have disabled bunny hop and overall it's a better feel anyway. I meant to take that off before but I forgot lol. I'm gonna crash out for now though, it's after 3am... will check tomorrow when I'm more awake and sober. Cheers again for testing this out. I want the movement eingine to be solid before I start making levels and stuff.

    >

    > ~Sol

    >

    you could also use private values instead. i use private values for gameplay stuff regarding the player character (jumps and special moves or whatever).

    That's what I am using. I think I need to make a "reset event" then call that event after certain actions are performed.

    ~Sol

  • Dave

    I want to punch that wanker in the face so bad.

    deadeye

    Yeah lol, nobody drinks that crap here. IRONY! Fosters wins at it.

    ~Sol

  • heres some positive feedback: THAT SAWBLADE IS WICKED!!

    SICK! I'm gonna make it better though... with some fancy...er... fancyness. You'll see

    ~Sol

    *EDIT*

    I really appreciate the testing guys

    All this bug feedback will help me get this thing to the state of unbreakable, which is what I want. I just dread the nightmare of fixing simple problems... sometimes the easiest thing can be the most massive problem!

    Anyway, goodnight guys! Happy testing. I will be back up in about 5-6 hours so I will continue to tweak this mess until it's "fully sick".

  • >

    > > i found a way to break the ledgegrab to where it stops working. keep holding shift after landing completely (you'll bunny hop) -- after doing this, you'll never be able to handplant again unless you exit and restart the .exe. pressing R wouldn't fix it (are you restarting the layout or just respawning/relocating player?).

    > >

    > I am restarting the layout when you press R.

    >

    > I cannot reproduce the bug... maybe the easy solution is to disable bunny hop for the character. I will do this for the next build and see if the problem goes away for you.

    >

    > ~Sol

    >

    well see my edit. keep holding shift, from the jump until the handplant animation is done and it should break it. are you using global values? perhaps a global value is carrying over even when you restart the layout.

    Yeah I am using some values for different animation states. Perhaps I need to create more "resets" for the base values. I can't seem to repoduce the bug you are talking about, but I have disabled bunny hop and overall it's a better feel anyway. I meant to take that off before but I forgot lol. I'm gonna crash out for now though, it's after 3am... will check tomorrow when I'm more awake and sober. Cheers again for testing this out. I want the movement eingine to be solid before I start making levels and stuff.

    ~Sol

  • i found a way to break the ledgegrab to where it stops working. keep holding shift after landing completely (you'll bunny hop) -- after doing this, you'll never be able to handplant again unless you exit and restart the .exe. pressing R wouldn't fix it (are you restarting the layout or just respawning/relocating player?).

    I am restarting the layout when you press R.

    I cannot reproduce the bug... maybe the easy solution is to disable bunny hop for the character. I will do this for the next build and see if the problem goes away for you.

    ~Sol

  • Sometimes when I jump off of the handplant and then fall straight back down onto it I just fall and dont grab the ledge, is that intentional? or do you have to be running at a certain speed/angle before you jump to it?

    If the character is "falling" then you cannot grab the edge and handplant. I'm not sure if I will leave it like this, or change it at this stage. If I change it, then it can make some animations go weird under certain circumstances... but if I leave it the way it is, it could be considered "annoying" to not be able to grab the edge.

    I will work on it a bit and see if I can find a happy middle ground.

    And, yeah... weird animation anomolae number 102... far out... annoying :/ Will try to correct that as well.

    ~Sol

  • > It's slightly more than "recoloured" for starters, more like heavily modified... for instance, completely redesigning the legs, and gourad shading the entire sprite by hand. It's quite known that a method of mine (as well as others) is to use existing charater sheets for an animation template. I'm a good artist, but not a great animator... but whatever.

    >

    yeah that's why i said "most" is recolored because i noticed the difference in the legs. using a sprite sheet as a template is a great idea, as it's a great way to get skeletal references for animation that you would then draw over with your own character. but you're just editing a sprite.

    <img src="http://upload.dfyb.net/uploaded/sprite_compare2.gif">

    nothing wrong with doing that, but i think credit is due. i'm not attacking your artistic ability or anything.

    > Anyway, I have made some good progress on the engine tonight over a few too many drinks. Here is a link for those of you who want to check it out and give some feedback. I know certain things aren't working right, like the crouching animation... but anything else you find that's "weird" (regarding play mechanics) please let me know.

    >

    > http://www.fileden.com/files/2007/8/21/ ... e-v0.8.exe

    >

    > *EDIT*

    > Controls:

    >

    > Arrow keys to move

    > SHIFT to jump

    > SHIFT (again) to grab ledge and flip up

    > R to restart frame (test control only)

    >

    > ~Sol

    >

    i noticed you can just keep holding shift and grab the ledge -- not sure if it's intended, but i like it. and i'd increase floor deceleration or create an animation for slowing down -- right now she slides some.

    i don't mind the transition between flipping up and becoming upright, but perhaps consider speeding up that animation so there's not such a long pause.

    Hahaha that's so fucking awesome that you made an animation comparison! Wicked!

    Yes I intended that holding shift would enable you to grab the edge. This will make it far less frustrating than trying to time button presses. I hate games that you have to press buttons just right or you die D:

    Also, see previous post about the deceleration. I will be adding a "skid" animation for when you stop running... I am yet to figure out exactly how to implement it though.

    Cheers for the feedback again... and yes I will be adding some comments/credit for the original sprite sheet. Like I said, I'm not very good at animation so I tend to rely on sprite sheets for (as you put it) "skeletal" refrence. I find it's a good way to get some convincing animation while still applying some original artowrk.

    I do plan on editing the sprite further, and changing the jacket to a tank top... but it's low on the prioirty list, especially after spending 3 days on editing/drawing 50/odd frames. :/

    ~Sol

  • its kinda smooth but the running doesnt really look right when when you slow down to a stop. also the transition from the handplant is a bit awkward, are there more frames for that animation? is it suppose to end with her upside down and then all of a sudden shes up and ready again? not trying to be picky, just saying its a bit wierd.

    I have an animation sequence called "skid" for when you stop running, which hasn't been added yet... this will make the running sequence end better.

    Also, yes, there are more frames for the hand plant, I just havn't finished them yet, but they should be added for the next build.

    Other than that, everything else was cool? Cheers for testing it out... feedback is always good!

    ~Sol