Somebody's Recent Forum Activity

  • Hey exactly could you possibly be mislead by Spriter?

  • When is the new UI u showed us coming online?

    Soon, I hope, about to implement Undo today and have Zordering planned out. I could put an in-between version out now, but the save model will change at least one more time so it'll probably bring more tears than joy

    Also there's a plan to change even that "new" interface a bit to behave more like an actual interface (palettes over a free field)

    Besides that I still need to draw some new parts that have been sketched so it's taking a little time.

    I haven't decided if I want to make this into a completed game yet or not, but I put this together this with StuffGen.

    This is great, and would be a snap to implement in C2. You are getting better and better at this.

    I put together this optical illusion with StuffGen based on a picture I saw on the internet. I think I may have damaged my eyes making this one...

    It's OW!some

    The ugly sprite problem should be a thing of the past, hopefully, with the latest version as I have been exporting everything at the recommended 254x254px and now there's a way to export your creations at twice the resolution for later downsampling.

  • Nitro187 = The video is private

  • Windows 8.1 64 bit, r193 when it last happened.

  • Finished it on my third try - the level itself isn't that hard, but there's a strong feeling of control being sacrificed in exchange for fluid animations - when you hit up and are unsure if your guy will jump now or in a couple of pixels when he has finished his smooth running animation that's a little annoying.

    Also I encountered several animation bugs, where the character would hang in the air stuck in a landing animation or simply be stuck standing for a bit.

    Other than that the aesthetics are quite nice and the idea in general seems neat and has plenty of potential (insane crumbling levels later on, etc).

  • Ashley - In my case it was enough to just work on a file that's saved in DropBox and then leave editor for a while until it auto-saves. Upon return it would be frozen. Somewhat hard to just replicate, but it does happen. Will try to see if it can be replicated when I'm at that machine again.

  • Gotta agree with A0Nasser - that fade out, the way it reveals all the parts just ruins it a bit. It would probably work coupled with some particles or if they just kinda POOF stretch a little bigger and then go thin and scale down to nothing.

  • Just ran into the little problem that's been mentioned here a couple of times - opacity gets ignored when pasting objects (at least if the objects have shaders). Is there a way around this?

  • Now this gameplay is quite neat - if you balance the crazy dying from that first demo with more gentle moments like this it could be quite cool. Finished the little demo and felt ready for more, which is always a good sign.

    The Spriter animations are quite good, but was animation blending available in C2? That would help when moving from a walk to push, etc.

    It's also nice to see that the environment has improved and the random tiles are quite neat, but overall I feel the artwork could use some work to be competitive, it's a little "smudgy", especially the switches and such. I took the liberty of making some rough examples:

    [attachment=0:9okvp433][/attachment:9okvp433]

    Hopefully this isn't too straightforward, but then most people will judge by screenshots first and gameplay second (and the gameplay here is cool, but that eye needs it's candy as well).

  • Basically with any bigger brush it lags down to like 0.25 fps or so. You drag the mouse, then nothing and then suddenly the stroke appears.

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  • Interesting things happen if "Fullscreen in browser:" is set to Crop:

    [attachment=0:bvc0pwgc][/attachment:bvc0pwgc]

  • Few vector graphics packages export truly good looking raster artwork - I usually export at a much larger image size then downscale it in an image editor. But even image editors aren't made equal - not all of them use a decent downasampling algorithm. Even Photoshop tends to make a slightly mushy result as it's geared towards photos and not vectors and thus oversharpens the image. You can probably find a free utility that uses Lanczos or Supersampling to produce buttery smooth results.

    But for a simple approach you could just export a large artwork and then resize in the C2 image editor - it will be already better.

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Somebody

Member since 12 Feb, 2010

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