TKesse's Forum Posts

  • 11 posts
  • hey mudmask thank you very much for explaining how you did the the geemers.

    I was working on a similar enemy type some time ago and I was also using two more sprites as you did as "detectors".

    But using multiple sprites makes everything more complicated... so I will try your approach which seems to be much nicer.

    I did't have time to look at your latest prototype, but i will probably at the weekend.

    So thanks again and keep up the good work .

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  • Hey codah, thanks for all the links.

    I think I will try that one object in multiple families concept to simulate sub families. To me it doesn't seem the be the most elegant way, but maybe it works.

  • It's looking good!

    And I am a big Metroid fan since forever .

    I played your demo and saw that you have the Metroid typical wall crawlers (Geemer).

    Any tips to make them stick to the wall?

    Or do they just have a bullet behaviour and turn 90 degrees when the hit an invisible trigger?

    Anyways... it's cool and I like that you already have a working minimap.

  • newt:

    Yes, I know ...

    I am curious what Anita Sarkeesian would say about my game.

  • Hey everybody,

    thank you all for your comments. I am glad that you like it .

    regisRquoi : Yeah... the bright blue block is just a dummy ... this will look different later.

    And about the camera stopping at the border of the layout... this is just a test level. For the real levels i shouldn't put it so close the corners:).

    GenkiGenga : Thanks... I am tying my best!

    timsormin : Well, I still don't know what she is doing there as well .

    : I am not sure what her power is as well... i am just tying to come up with some cool looking and fun to play mechanics. I am not sure if the dancing will be in the final game like it is now. I am currently working on more abilities she will have later.

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  • Hey, thanks for your feedback.

    I am glad that you like it .

    alvarop

    Yes, I agee that it does look a bit jumbled. I was inspired by "tiny barbarian" with the colored blocks. But I think at one point I will make a proper tilemap and not just bricks to make it look more organic.

    Aurel

    Yeah a friend of mine says the same - so I will make her a bit faster. I have work on the sprite anyways, because I want to separate her arms from the body to make them move independently.

    Oh and by the way the next Penelope looks awesome.

  • Hello there,

    I started on a game some time ago and this is what I have so far.

    It's not much, but I wanted to show it to somebody.

    It's my first serious attempt to make some pixel art, pixel animation and especially game design.

    I am a 3d Animator for for a long time and I find it a bit tedious to draw every frame .

    But I love the pixel look.

    here it is:

    http://youtu.be/LqPx_IDCWkI?list=UUdYb0G0Wspl2SkMCSoWOyFg

    feel free to give some comments

  • Hi everybody,

    I am quite new to to this forum and I am not sure if this is the right place here to ask for feature requests.

    If so I am sorry and please move this post to the right place in the forum.

    I am working on a quite ambitious project and would help me a greatly when Ashley could implement some sort of sub families.

    I see families as some sort of objects in programming where the the family members inherit properties like "health", "damage", "move_speed" and behaviours like "platform" or "solid" like methods from their family.

    But the problem I have is that currently you can have only one level of inheritance.

    So I think it would be awesome to have some sort of sub families.

    For example you could create an enemies family with instance variables (properties) "health" and "damage".

    And under that family you have two more families.

    One with the "Platform" behaviour for enemies that walk around and the other family with a "Bullet" behaviour for flying enemies.

    And each sub family can have their own set of instance variables like "jump_strength" for the walkers and maybe "gravity" for the flyers.

    I think with that you could greatly simplify the event sheet, because you would have way less duplicate code.

    I hope this all makes sense and I don't come along as a fool .

    Thanks for listening.

  • Hi R0J0hound,

    it's just keyframes.

    It's baked animation with a keyframe on every frame.

    Oh... and rotations already work, but i did not use it in this example, because I thought it would look weired to see the shiny parts on the dots moving.

    It was a bit tricky to make it work, because at first I had some crazy flipping going on.

    But when i changed the rotation order and the possible angles from 0 to 360 degrees in Softimage it seems to be stable in Construct.

    thanks for your interest

  • Hello Cipriux,

    I think at the moment it would be kind of hard to make a "fake" wireframe out of that, because the dots (which are simple 2d sprites) are generated by Construct at runtime and they do not know with whom they were connected in the original 3d-animation. To make this work I would have to pass that information into the json files I export from Softimage.

    I think it's not impossible, but surely a lot of work.

    My original intention for this export was not to display 3d models in Construct... my goal was to use a "professional" animation package to make animations for Construct.

    I would use it to animate for example the different patterns in a bossfight or crazy enemy flight maneuvers in a space shooter.

    That would be kind of hard to do in Construct with just behaviors and expressions.

    I was just using this as an example to test the performance... which is not as good as I first thought.

    In my first test I was exporting just the skeleton of the 3d-character and everything was super smooth with easily over 60 fps. That was with around 30 objects.

    Then I tried to export all the positions of the 3d-mesh points... these were around 7000.

    And that kills Construct completely .

    Interaction is completely impossible at less that 1 fps.

    I guess Construct 2 is quite capable of moving 7000 sprites at a decent performance, but I think it's too much that every sprite reads its animation data from an individual array every frame.

    Maybe it would be better to write all the data in one big array that all sprited can access.... but who knows .

    But I guess for the stuff i am planning to use it it's fast enough.

    I don't think i will ever build a boss with more than 30 sprites.

    Cheers

  • Hi!

    I am a 3d Animator playing with the 2d Game-Engine Construct 2.

    Sice you cannot animate in Construct 2 the way I like it... by setting keyframes... I came up with an idea to export animations from my favorite animation software Softimage (which is a shame that Autodesk stopped developing this year ) into the game engine.

    http://youtu.be/Vc4SOl7RUyw

    What you can see here is 3d animation data from Softimage exported to Construct 2.

    I wrote a python script which exports object positions of 3d animations as json-files.

    And in Construct I programmed an event-sheet that scans a folder for those .json files and generates Sprites for every .json file and animates their positions.

    In this case It was 399 Objects constraint to points on an animated 3d model.

    Oh.. and of course the 3d animation was also done by me .

    I screen recorded this on my weak macbook, because I don't have a screen recording software on my pc.

    The fps on my pc are around 40 to 50.

    And there the Sound is actually in sync with the animation.

    I hope that you find my test interesting and feel to leave a comment.

    Thanks

  • 11 posts