David's Recent Forum Activity

  • There's actually a tileset object coming up which I've been developing for a while. However, the 'level editor' in it doesn't auto chose tiles for you like RPG maker etc (or this 'margin' idea).

  • I wish I had an apple to test it on...

    If you create a blank direct x game does it run?

    If you place just a single sprite on the layout does it run?

    If you then add an action like 'rotate 1 degree' does it work as expected?

    Is it just those plugins which are having a problem?

  • Hehe looks like people are gonna be needing my move safely extension ported to construct. Although I wonder if it would be better to just add an action like 'move x,y pixels, stopping if you hit >>object type<<' and it would stop the object if it overlapped. Would be a lot easier for people to implement into games etc.

  • haha yeah I'll post an example of that when I get home from work

    edit: I just remembered I hadn't actually tested the timeline since i added all the code for multiple timelines....however I'm a pretty competent programmer and I'm sure I coded it all correctly and it will just work *cough cough splatter*

  • Okay I'll do a hot fix for bone movement when I get home from work. Whats this lag issue?

  • So I tried assembling her with bone movement. Results are pretty good of course the quality would be determined by how well i boned her body and how well I rotated her limbs. OH MAN I JUST REALISED HOW TERRIBLE THAT SOUNDS. Anyways, since I did get the graphics off their own forum, hopefully they wont mind me putting together this cap file using those graphics. However if theres any violation of anything I'm happy to remove it.

  • If only l'd done some searching around on their forums, and possibly found a mod that contained the artwork of the character for a 'template', and if only those copywrite graphics were hosted on their own server somewhere like here: http://bit-blot.com/aqmods/naija_sprites.zip but that would be trolling wouldn't it and I'm not a troll

  • wow that video is great. Its just amazing how those particular graphics all join together and the character can completely change from a sleeping stance to a stand up stand and the graphics not lose any kind of quality (like the bones revealing themselves by having gaps etc)

  • Anyone whos played Aquaria will be familiar with this character

    Well by using the mod editor, I was able to extract what the bones look like:

    I figured this might be helpful for artists who wanted to design their characters so they could be used with the bone system in mind

    I'm tempted to extract actual graphics out of this game but I'm worried it'll get me into trouble....

  • hmm I cant find the cap file...I'll recreate it at some point for you guys...um yeah I haven't released the pairer plugin yet, if I have time i'll polish it off for the next build and get it out there

  • Very nice! I create my own by using a tiled background and making each layer be a tiny bit zoomed in. That effect would be great for grass in top down first person shooter game.

    I'm finding now with parrallaxing its a lot easier to use the Layer Zoom instead of the parrallaxing values because you know where the background and the foreground meet etc.

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  • If I designed the bone movement right, it should work with the other movements. For example, if you gave the chest a 'sine movement' and made it increase the width you could create the effect of a chest getting bigger and small by breathing in and out. Anyways I'll look into these suggestions

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David

Member since 21 May, 2007

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