UberLou's Recent Forum Activity

  • I made this .cap to try and find a crash I'm having in my game. This one isn't crashing so I figured I would comment it for a tutorial.

    The cap shows loading up the player character on the menu offscreen, then creating the player with spawn points (the red objects) once you enter the game and when changing layouts. It also uses a door trigger sprite (the pink objects)to handle changing layouts.

    The cap also shows a custom Fade In and Fade Out. It uses much less VRAM than a transition which is really useful for higher resolution projects.

    http://www.louisferina.com/games/switch_levels.cap

  • 3D Studio Max has a similar feature to persist files but they are just layouts you can save. So by default, there is a UI directory in Max's file structure. There will be a startup UI file in there which will load on startup. The startup UI file will be saved on exit so the menus will look exactly how I left them when i return to Max. If i want to save my setup, ill save out an uberlou UI file which will be saved into the UI directory. If someone wants to load their own layout, they can do that from the preferences. If they want to revert to Construct's original layout, they can load up the default UI file.

    The point is, if i get an asset and open it up in my version of max, the menus and shortcuts will be exactly how I want. If someone else loads up that asset on their computer, the UI will be how they are comfortable with it.

  • It sounds like its the bug with having multiple instances of bone objects. Its submitted on the tracker here: http://sourceforge.net/tracker/?func=de ... id=1003219

  • Haha, yeah that is pretty ridiculous. It's not toooo bad if you zoom in and animate, but still...

    It's built pretty similar to the Aquaria character, I just added 1 weapon and split the torso up so I have some bend in the spine.

    <img src="http://www.louisferina.com/games/characterbones.jpg">

  • Is it possible to shut off the container highlighting when animating with the bone behavior?

    <img src="http://www.louisferina.com/games/containerbones.jpg">

    Its a little difficult to work with. I'd like to submit this as a feature request if theres no way to do so.

  • Nice game, really well done. I also get a crash trying to run the .cap though. The debugger says:

    "A crash inside the runtime has been intercepted"

  • Yes, but this would be integrated into the bone animation system and not necessarily for realtime use. More as an animation aid like in 3d Studio Max or Maya.

  • I've been working with the Bone Behavior in Construct for awhile now, and while it's awesome, it's also very tough to work with. Since animation is my area of expertise, I thought it might be a good idea to get some thoughts out there for a possible version 2 of the bone animation tool. Some of these could still apply to how the bone behavior works now, others would probably require a complete rewrite. Here is my wishlist for bone animation in Construct 2.0.

    1) Bone Root Object

    Instead of a behavior, you would create a Bone Root Object which would have no sprites inherently attached to it. It would act like a root node to the actual rig. Editing that bone root object would bring up an editor window where you would build out your hierarchy of bones into a full rig, similar to how it is now but just creating bones with no attached sprites. You can then edit each bones properties like name, angle, size etc. The bones would be invisible during runtime.

    Since there are no attached sprites to the bones, you can then link any sprite to any bone dynamically. The sprite would attach by its hotspot and auto align with the bone. You would also have options to change the angle of the sprite if necessary. If I'm creating a worm like creature, I can have one body segment sprite and attach it to each bone in the hierarchy to create the full body. Using only one sprite would save a lot on texture space. Through keyframing (see #2) or events, I can change from a "worm segment front" sprite to a "worm segment side" sprite. Being able to change sprites on a bone in realtime would help greatly with animations where the arms connect to different areas that you have to line up with the sprite.

    2) Timeline Based Animation System

    Basically your standard animation timeline. You have a timeline based on frames at the bottom of the window. Scrub the timeline to a frame where you want a new keyframe, manipulate a bone or hit a keyframe button, and the keyframe appears on the timeline. The keyframes would be per bone and not apply to the whole hierarchy as it does in Construct 1.0. A nice little play button would look great next to the timeline to preview animations

    -Things you can keyframe

      -Translation -Rotation -Scale
        -scaling individual bones would stretch the sprite -scaling the root bone object would scale the whole rig
      -Z depth to control overlapping sprites -Changing sprite texture (see #1)

    3) Additive Blending and Layering

    For Additive Blending, if I have an animation which is just the character shaking, I can play that animation over the top of others and it will blend additively (not take over the base animation, which is what layering would be). For example, if the character is running and then is suddenly on fire, I can trigger the shake animation to play on the character relative to what the run cycle is doing. This was used to create lots of organic movement in Drakes Fortune for ps3.

    Layering would take over the animation based on a percentage. For example, I have two animations, a run cycle which has keyframes over the entire body and a cheer animation which only has keyframes on the upper body. Layering the cheer animation over the run cycle at 100% would have the lower body playing the run, with the upper body playing the cheer animation and ignoring the run keyframes.

    4) IK

    The ability to add simple IK chains to rigs would be a huge help for animating. This wouldn't be realtime IK (although that would be cool too) but more for making animation easier.

    5) Misc. Features

    - Rotations on a parent object should maintain the angle with the child object. If I have the arm bent in an L shaped position and I rotate the upper arm, the forearm should rotate with the upper arm and retain the L shape. As it works now, in the same scenario the arm will straighten out.

    - Ability to get individual bone position, angle, scale, etc through events.

    Feel free to post your own thoughts.

  • The bone duplicating bug has been submitted already, I've been waiting for that one to be fixed too. I'm sure it will be solved by 1.0 as the developers have said they're trying to fix most bugs by then.

  • Bugs

    (tentative title)

    <img src="http://louisferina.com/zenphoto/themes/lsf_home/images/blog/ba03.jpg">

    WEBLOG

    http://www.louisferina.com

    DEMO

    http://www.louisferina.com/games/BugsDemo2.zip

    This is a small portion of the game and it's more of an engine test than a demo.

    Please let me know of any bugs or glitches that you come across and any feedback is appreciated. Enjoy!

    CONTROLS

    d: move right

    a: move left

    space: jump

    ctrl: roll

    mouse: aim

    left mouse: shoot

    middle mouse: throw grenade

    right mouse: melee

    Throwing grenades and the melee both take into account your angle to the cursor. If you melee either the fly or exploder with the cursor over your head, theyll get hit straight up.

    SPAWN ENEMIES

    o: fly

    p: exploder

  • Whats Alchemy? Tried to google it and couldn't come up with anything.

    Looks awesome Obson, nice atmosphere!

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  • Thanks guys. Not sure how i missed the animation thing, guess it crashed and the animation didnt save.

    For #1 I thought that in earlier versions if you destroyed an object in a container it would destroy all of them, even at start. Ill have to check that again.

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UberLou

Member since 4 Sep, 2008

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