SoldjahBoy's Forum Posts

  • I think David found some bugs in the animation system (including looping) which ought to be fixed for the next build... also, I'm not convinced the platform movement should push-up when the object intersects a solid - it was probably done quickly a while ago to fix some hanging bugs. I guess ideally it should push-out in the direction it came from.

    One other request I have is, if a platform object collides with a "wall" for example... can you add something in there that can make the animation "stop" instead of insisting on playing? For example my characters running animation will continue to try and play if I keep trying to run into a wall, though it seems to slow the animation down to super slow. It would be nice if we could select a default animation sequence on colliding with a wall... I tried setting the animation to something else, and that seemed to "lock up" other animations yet again.

    ~Sol

  • shit's awesome!

    ~Sol

  • I'm still trying to figure out where anyone said "don't let newbies in here"... I'm more than happy to help beginners, no matter how rediculous/ambitious they seem... BUT I will always casually mention that they may be biting off more than they can chew when they start mentioning things like "IM GONNA MAKE WORLD OF WARCRAFT!" or "IM GONNA MAKE WORLD OF WARCRAFT!".

    It's great to be ambitious and excited etc etc... but coming from a long background of gaming and indie production, I have to say nothing is as easy as it seems. Imagine what people like Ash and Dave and Rich go through having to learn C++ and stuff like that! I feel like an idiot posting "I can't get my animation to play right" compared to those guys.

    You gotta understand Broo, that we were just having a joke... don't take it so seriously. Most people here know that we tend to help newbies just as much, if not more than we help each other. That's the whole idea behind being a "community". Maybe our sense of humor is a little different to yours or something, I don't know? We were just messin' around mate... here have a hug. *hug*

    ~Sol

  • At the end of the day, an isometric view game isn't hard to make, but it is far more time consuming...

    • Several extra sprites for the rotation of objects
    • Collision masks for EVERYTHING
    • Drop shadowing for objects like bullets and rockets etc so they don't look "stuck to the ground"
    • Seamless tiles are also harder to make in isometric view

    The list, I'm sure, goes on.

    It's certainly a plausible possibilty to make iso games... I have done it before with less powerful software... it's propbably just not the best thing to start a first project with in my humble opinion.

    ~Sol

  • I've recently finished making sprite with 49 animations. Good to know Construct handles it without problems. That's a little technical tip for you ^^.

    Looking forward to seeing first movement engines and game as well. However I think sexy characted should've had longer hair .

    Yeah I have about 5-6 animations so far... ranging from 2-10 frames each. Movement engine is coming along slowly... just trying to get animation transitions working right, then I'll tweak the gravity, speed, etc, etc.

    Longer hair? Each to thier own I guess... I kinda like jaw length hair on a woman, though long hair is cool too it's just not my usual prefrence. I also have a thing for redheads and blondes lol.

    ~Sol

    Shit's awesome!

    ~Sol

  • Chill Broo...

    That's what us Australians call "Taking the piss out".

    Sure there will be plenty of awesome and professional games. That's the whole point... but there are always going to be "those" kind of people... expecting to make Doom 5 using a wizard based program... and I will be here to take the piss out of them.

    ~Sol

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  • im worried about all the 12 yr olds wanting to make Maple Story clones <.<

    NOWAI MAPOL STOREI IS TEH SUXXOR JOO WANTO MAEK FINOL FANTOSEE CUZ ITS TEH BETOR GAEM LOLOLOLO!LL!O!1!one

    ~Sol

  • I see, even if you work all of them in one canvas, you still have to cut them and save them individually.

    That was what I wasn't getting.

    Thanks!

    Yeah it's a bit of a pain in the butt... though not as much as drawing all those frames one by one!

    With Photoshop it's pretty easy though... if you make a selection around something that has transparency, when you make a new canvas it automatically crops the canvas size to the exact dimensions of the object in the selection. In other words, it does it the smart way. If I had to manually crop each image I think I would have given up by now.

    After 3 days of constantly drawing animation frames I'm about ready to "go-round-the-bend" as it is... though I am pretty satisfied with the end result thus far. I may add a few more frames for the "standing" or "idle" animation... or one of those corny animations characters will do if you just stand there for too long. Other than that, I'm nearly done! One more day of drawing animation frames before the real game mechanics start!

    ~Sol

    Late comment:

    deadeye

    Still having trouble... I will finish off my animations and get them all set up, then send you the .cap to have a look at. I'll wait till then in case any more issues spring up! And thanks by the way, glad you like it so far.

  • How do you work with sprites?

    Care to explain what's going on in that Photoshop window and how to you insert it into the game?

    Sure thing

    1. What I do is draw my character on paper, so I have some inspiration.

    2. Next, I make a new canvas in Photoshop and colour the background layer bright green or pink... basically some colour I'm not going to use in my character design. This makes it easy to see what is going on. If this layer is turned off it leaves a transparency around the character.

    3. I make a new layer and start drawing the animation frames for my character. I usually do each one on a new layer and merge it with the master layer once it is complete. That way I can easily compare it size-wise to previous frames and make sure I'm not growing/shrinking my character too much.

    (Another handy trick is to find a sprite sheet from another game that has similar animations to what you need, and use it as a template to draw your own character over the top.)

    4. After all the animation frames are drawn, I copy each one onto its own canvas excluding the background. Each frame is then saved as a 24bit png with an easy filename, Eg: Character-Run-Right-F1.png, Character-Run-Right-F2.png, etc.

    5. Open Construct and put in a new sprite object, then create the appropriate animation sequence. Add the frames for each action into the correct sequence and set the parameters for the animation.

    6. ????????????

    7. PROFIT!!

    ~Sol

  • I like it! Very Street-Fighter looking!

    I gotta ask though, what project is this ... number 114? I'm the same way sometimes.

    I'll stop to make something stupidly small just so I can say I finished something XD

    Hahahaha yeah it's so easy to get side tracked with stuff... I'll be working on something, then have some cool idea that just doesn't fit the current experiment, so I start something new and put the old stuff on the back burner.

    This project will be finished though, simply because 90% of the engine and work in general will be based on the character and her animations. The "enemies" are all going to be traps that you have to avoid, like spikes and saw blades etc.

    Once I get the character "engine" finished, it will be a case of pumping out levels. Nothing else will be animated so it should prove easy enough, and since there are no "collectibles" or "power ups" it will make things a breeze. So far I have over 10 traps working with a single event line lol.

    ~Sol

  • CHAMBER is a new project I have started, and so far it is proving to be a fun game to make... except all the damn SPRITES D:

    Here is a preview of the main character... yes... sexy lady... hey, it is ME making a game after all... I don't know about you, but I don't wanna see some dudes ass on the screen all day!

    <img src="http://i2.photobucket.com/albums/y46/soldjahboy/Photoshop/so-far-so-good.jpg">

    After a few more animation sequences are completed, I will be able to start mapping out the level designs and traps!

    ~Sol

  • Isometric games are possibly the HARDEST kind of 2D game to make. Period.

    I would highly recommend starting with something a little easier, or perhaps using a pseudo isometric view (like in Legend of Zelda) where it's really top-down, but not... if you catch my drift. Even then, you will have LOTS of fun making sprites for it, as they will need at least 16 directions so they don't look badly animated... but preferably more.

    I would recommend using a 3D application, like 3D Studio, Blender, ZBrush, or similar to make your sprites... that way you can make any angle easily.

    The other way you could attack the problem is by making it more of a turn based game like Civilization... that way you could easily get away with more "iconic" style vehicles/troops/etc.

    ~Sol

  • Cheers for the detailed reply mate.

    Ironically, I ended up making a separate object as you suggested... before you posted that! Haha. It seems to work a lot better now with the wall collision thing... in fact, I'm pretty damn happy with it now in general apart from the animations not working right.

    For some reason, if I change "repeat to frame" to ANYTHING, it just defaults back to "1" if I click on something else and come back and check. The only way I could fix the jumping animation problem was to turn off "loop" and set the animation to repeat twice. You only see it once because of the height the character can jump, unless you jump down a large "hole" or whatever... then it repeats twice, but keeps the other animations from locking up.

    I still can't get crouching to play all of the animation frames. It either plays just frame 1 and stops there (but doesn't cause any other animations to freeze up), or it jumps right to frame 2 and stops there instead (again no freezing other animations). The quick solution is to just turf the first animation frame and use a single frame for ducking... but I want two frames simply because IT WON'T F'ING LET ME!

    I want to play with it a tad more myself before I upload it, in case I did something super dopey... but I would expect to see it up here in the next couple of hours haha.

    Cheers again for your help!

    ~Sol

  • I am having some fairly severe problems in general with platform movement. I have NEVER made a platform game of any kind... I have always done top down view games... always.

    I have followed the steps you outlined in this thread deadeye, but I am still having trouble ranging from animations locking up after non-looped animations have finished... even if I put "reset to frame 1" followed by "start animation". I also have a crouching animation, but it only plays the first frame out of two frames no matter what I do.

    My last problem is that the character will run into a "wall" which is declared as a solid, yet the character will magically "jump" to the top of the wall or even stick to the sides half way up/down the wall... even if I change the collision mode for the player to bounding box (which I don't really want anyway). I fixed that by making an event "if player collides with wall">"player stop" but this creates undesired results depending on the current animation frame of the player if they are running.

    PLATFORM MOVEMENT IS MAKING ME GO CRAZY! PLX HALP!

    I will happily post my cap in here if there are any takers... meawhile I keep ripping my hair out.

    ~Sol