deadeye's Recent Forum Activity

  • The art style in this is really cool. I like how it doesn't really look like a game, more like a collage. The biggest drawback to this style though is it's rather confusing... I had a difficult time discerning foreground and background objects. A little more variance in saturation between the two would work to separate them, I think.

    I agree with what someone said before, too... why would you need the motion blur for a game that is so gorgeously pixeled? It works on my machine, but I turned it off because it obscured the art too much. Maybe you could add the blur at key points in the game to keep that dreamlike quality, but dial it down or turn it off when it's not really necessary.

    The controls and such also need a lot of work, but this is forgivable since, as you said, it's just an experiment. It's obvious that your focus is art and not code. Still, I think it's good that game artists have at least some familiarity with coding so they can create art to fit the program's features and limitations. You might consider teaming up with someone who's expertise is coding, a collaboration between your art and clean code would be freaking fantastic.

    Overall I thought it was very impressive, though. Good job

  • This game is TOUGH. I give up. I only got past Level 1.

  • Hrm, there seems to be something funky with my PM's. I did send a reply to you back on Monday, but it hasn't gone through. It's just sitting in my Outbox and doesn't show up in Sent. I've tried two more and they seem to be doing the same thing. Strange.

  • Anyway it supports convex polygons and compound shapes (where u make a physics body out of multiple shapes)...so yeah it will support custom collision eventually

    Hell yeah, I'll be able to make a pinball game after all!

  • Holy smokes, new physics

    Looks like I picked a good time to come back! Thanks Ashley!

  • Heh, thanks, guys.

    Good job on the updates, Ashley. I see you're as busy as ever

  • It logs everything you type ... so, buy something online and bingo, credit card with all the info.

    That's not very polite

    You also missed some cool stuff in the Uploads and Creations areas. A couple of playable games/demos were made like Lobo's Cherche, Rodjo's physics based puzzle game (thread My First Game), my Much Shrooms worms clone demo... basically everything on the first page of threads in the "Your Creations" area

    Yeah, checking those out was on my to-do list. I've been familiarizing myself with the new features... the lights and shadows are cool, but I have yet to make any slick looking particle effects. I'll have to check out the smoke and flame demos as well I suppose.

    Honestly I'm surprised (and pleased) that my old project is still compatible with the new version of Construct, though it seems a lot of hacky code I made is now obsolete. And my player sprite jiggles.

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  • 0.96.2, huh? Man, the last version I used was 0.94.3... I've got some catching up to do

  • Some fagget that was giving us extension for firefox that sends informations.

    Yeah, I saw that one at the top of the main board. What the hell? Why would anyone even bother with that? Are our accounts like, valuable or something?

    And what's a "back of memory exploit?" I've been trying to catch up, but I haven't come across that yet.

  • What'd I miss?

  • There isn't a path object on the to do list, perhaps you could recommend one.

    As for blob physics, I tried making one with hinges and points but it's not currently something that Construct can do easily. So oddly enough Ashley has said that he's going to see about implementing a "create blob" action.

  • I generally do a mixture of filler sprites and final art all throughout the development. I find that a lot of my animations are dependent on specific timing, so having a final sprite done to fit in place for testing is a lot easier for me to program around. Generally I just use plain boxes until I need sprite or animation to solve some programming puzzle, then I make that real quick (well, as quick as I can) and just toss it in.

    I find that it's a pretty bad workflow, though. Stopping and starting all the time is a pain. I should probably just do stick figures approximating what the final animations will be, but I'm too concerned with how things look.

    I'm sure with more practice I won't need to have a sprite in front of me to know how it's going to behave. And I could probably streamline my workflow by making mockups and a bunch of prototype art before I ever start coding.

    As for the animator, click on your sprite and navigate to the Animator bar. Your animations are organized by name and angle. When you first place a sprite, that frame becomes Angle 0 under Default. This is "facing right" so you'll probably want to import your right-facing frame when creating the sprite.

    To add a frame to the angle, Right-click in the frame window and add one. It will show up as blank, so double-click it to edit that frame.

    Once you have more than one frame of animation in your sprite, the movie-strip will show up in the image editor and you can navigate through the frames for the current angle without having to open each frame separately.

    Right-click an animation name to add a new angle. For instance, if you wanted to make a left-facing frame, add Angle 180. The new angle will show up, but the frames will be empty. Right-click where the frames should be and add a new frame. Double click the empty frame to open the image editor and import your new frame.

    To make a new animation, Right-click the animation name window and select the appropriate item. You can rename an animation by clicking the name to highlight it and then typing a new name into the Properties bar.

    To change the looping or speed of your animation, click on an angle and the options will show up in the Properties bar as well. IIRC the numbers that go into the speed are in frames per second.

    I don't really know what sub-animations do, I haven't used them at all.

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deadeye

Member since 11 Nov, 2007

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