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  • Have been testing Musagi today. So far I've got this.

    http://www.box.net/shared/vf5g3hr95b

    It's a pretty great program, some features are very handy. Like the ability to save piano roll patterns. It's great if you're working on a game soundtrack and have a recurring theme.

  • I run Vista 64-bit on my desktop pc and Vista 32-bit on the lappy. My Windows 7 discs will probably arrive sometime after Christmas.

  • Pretty cool. Sure beats wrestling with Orangator

    I checked out his other stuff and found that he's made a music editor/synthesizer, Musagi, aimed at replicating chip sounds. I love this! So gonna use it!

    http://www.drpetter.se/project_musagi.html

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  • First, this looks great. I'm usually not really into cutout/paperdoll-types of animations, but you've got some good seams and most of your pieces blend together nicely.

    There are two things I've run into while testing you demo. If you run backwards (aiming in the direction opposite of where you're moving) and roll, the animation for the roll doesn't flip and it looks a bit weird. It probably has to do with mouse position, and adding a backwards roll might be something to consider.

    The other thing I found is more of a bug. If you do a roll down into a pit and hit the wall 'before' you land, you get stuck. The only way to get unstuck is to spawn an exploding bug to "help" you get unstuck.

    I don't really agree with the key placement argument as I don't have a problem with the layout, although double-tap would probably work better than Ctrl for rolling.

    Imho, Up (or in this case W) should never be used for jumping unless you are making a fighting game. But seeing as you were gonna use it for climbing you've got that part covered already

    Keep on truckin'!

  • Had some time to spare today and decided to redo my player sprite (which I use as an avatar) for the game I'll eventually make in Construct. It's still a wip (especially the hat) but I think I got it down to a more comfortable size and posture. The original would have been a pain to animate.

    <img src="http://i79.photobucket.com/albums/j135/mr_norris/chuck.png">

    There probably won't be any actual in-game footage for quite a while since I'm going to do the graphics first and when it's done I'll go over to coding, although exceptions would be trying out effects and such. For instance I played around with particles and the flame effect to create purple smoke.

    <img src="http://i79.photobucket.com/albums/j135/mr_norris/smk_test.png">

    Edit: Small update on the sprite.

    Added a band on the hat to increase its Fedora-factor. And started on an idle animation. Only the upper body is animated right now though, there'll probably be some swaying in the legs as well later on.

    <img src="http://i79.photobucket.com/albums/j135/mr_norris/chuck_idle.gif">

  • So this is my first test of working with Construct. When looking around I found the option to change the gravitys direction in the platform behaviour, I really wanted to try that out. So what I've done is use that to change the gravitys pull and implemented a crude double jump.

    Download

    http://www.box.net/shared/pechpfcvoh

    The sprite I have in there is not my own. I pulled a Megaman ZX:A sprite from the net, just to have something more visual than a box in there.

    I'm not 100% sure exactly how I'm going to use the gravity, but I will use it. I will also try to fine tune the way gravity alters your course when changing from say left to up. It feels a bit abrupt as it is now.

    Right now the character doesn't flip or rotate according to the gravity and I'll also try to make it so the controls make sense when the gravity is left or right so you move upwards by actually pressing up, instead of right.

    I've commented my events, mostly to get a feel for placing comments.

    I must say, now that I've actually tried doing something in Construct I really like it. Whatever little skepticism I had left has been pretty much obliterated. I'm looking forward to doing more stuff in it. I thought it'd take longer to get used to how you place events in it. Sub-events is something I also look forward to playing around with more.

  • Thought I'd post my specs to accompany my post in the introduction thread.

    Desktop PC

    Device name: ATI Radeon HD 4600 Series

    Pixel shader: 3

    Estimated VRAM: 2809 MB

    Motion blur: Yes

    Laptop

    Device Name: ATI Mobility Radeon HD 4570

    Pixel Shader: 3

    Estimated VRAM: 1769 MB

    Motion Blur: Yes

  • Hi,

    My name is Lukas. I'm a swedish student studying game design at Gotland University. Well more like studying Game Production right now as that's what the fourth year is about. I've also worked as a professional pixel artist, though not for long (stupid economy...) and have been doing pixel art seriously for as long as I've wanted to make games. Have been drawing and playing games since childhood, starting with Super Mario Bros at the age of two.

    I've been using Clickteam products since grade-school and recently found Construct again. I'd heard about it earlier on TDC but didn't pay much mind to it. I've been sitting with Construct for a little while now and so far I'd deem it superior to my previous weapon of choice, namely MMF2, although I haven't tried anything serious yet (currently working on a 3D game in Unity so not much time left for Construct) but so far, I like what I've seen. Every feature I use in MMF is present and even some new ones that MMF2 didn't have but I wanted (or it was there but didn't work).

    Well that's me, nice to meet yah.

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