UberLou's Recent Forum Activity

  • I'm really looking forward to this. I did a quick test of Spriter and it's a great program. One question though, is it planned to do keyframes per object like other animation programs? It makes it difficult to animate if setting a key on the hand creates a keyframe on every other object.

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  • lildragn I was about to email you that I posted up a demo. I think I told you it would be at least a month more before I made it public, but I figured I'd post it early and get some feedback even in its unpolished state.

    whatever23 I didn't fix anything...but glad things worked for you all of a sudden.

    Rory Thanks for the crit! I'm still working on the attack animations and I'm definitely not happy with the basic combo.

    Yup, the character is a 3D model with some photoshop work. It's a big cheat, but it's so much faster to animate that way. For me at least.

    BTW, I stopped using Construct for awhile, but I played your "My Irrational Fear of Unicorns" game a few months ago and it motivated me to get back to doing games. Nice work on it!

  • You can open it with Construct 1. Sorry, I'm not really supporting this anymore since I've moved onto Construct 2. The concepts are exactly the same though so you should be able to rebuild it in 2.

  • Thanks for the feedback! Strange though, I tested on two computers and I'm not able to duplicate the bug where you're stuck and have to jump to get out. Maybe that's a framerate issue messing with the timers? Guess I'll have to add some secondary checks to makes sure you're able to move afterwards.

  • <center>PROJECT METROIDVANIA</center>

    <center><img src="http://louisferina.com/games/MV/pic01.jpg" border="0"></center>

    This is a fun project I've been working on for my own enjoyment. It's in the vain of Metroid\Castlevania (hence the tentative title). There's still a lot to be done, but for now you can run around and beat up on a box..yeah fun! It has a good buffer system (try dashing into a jump...even if you hit jump too early, it will still jump when you're allowed to). It also has a saving system so level events aren't repeated. I also have good amount of the map done but they still need level tiles, environment hazards, enemies etc. Press [ if you get to a room that has either no tiles or the tiles don't match up to see collision. Anyway please let me know what you think. I'd be interested to hear if the game runs well on your system(press Tab to see FPS), how the controls feel, or whatever other comments you may have. Thanks for checking it out! Play Here

    CONTROLS

    Arrows - move

    Double tap Left or Right - Dodge

    Space - Jump

    S - Attack (Up and down arrows modify attacks)

    Enter - Forward text

    DEBUG

    0 - Gives all abilities (wall slide\wall jump...double jump got broken when i added the buffer system)

    [ - shows invisible objects and hides level gfx. Delete - deletes saved data. If for some reason you want to re-trigger a cinematic or something Tab - Shows some variables, in case you're interested
  • Funny to see those zombie sprites floating around the internet. I made them about 5 years ago for a Gamemaker game.

  • Another experiment I've been working on very slowly. Not really a game yet, just trying to push 3D in Construct and get some nice atmosphere in there.

    <img src="http://www.louisferina.com/zenphoto/themes/lsf_home/images/blog/scifi01.jpg" border="0" />

  • Awesome plugin. Is there a way to get this to work with particles? It didn't seem to work for me. It would be really useful if a sprite could be assigned to a particle emitter and also have an option to use a random frame or play the animated sequence.

  • This plugin is awesome, though I can't figure out how to use it with 3D objects. Is there any way to use it in conjunction with the 3D object plugin?

  • My Top DOwn Game

    ...

    COming Soon

    I'm happy that you figured out how to do a 3D TDS. Usually you would post something like this in your own thread rather than mine.

  • Looks nice. It's a little hard to see, but I think your dude is running wrong. When people run, they move with opposite legs\arms. On your animation, it looks like the left leg goes forward with the left arm. The right arm should move forward instead.

  • I think people are asking if you setup invisible sprites for the walls (which is what I'd assume but last time I messed with 3D Obj loading, the layout perspective was different to the runtime perspective, which would make your example very hard to do, unless you tested and tweaked it until the 2D layout matched the runtime layout)

    I thought amiltonbr was asking something else since deadeye had previously told him to use tiles \sprites for collision, which is exactly how it's done. Lining them up isn't too bad. I do that by setting the depth of the 3D object to 1 to remove perspective in the editor. Then you can easily see if your collision lines up with your mesh.

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UberLou

Member since 4 Sep, 2008

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