Valerien's Recent Forum Activity

  • Thanks hmental

    I'm making a short update today, as I'd like to establish a weekly update cycle on Sundays. This week, extended our initial planning to know what's needed in order to introduce the project to potential publishing partners. I'm also digging the possibilities offered by spriter, starting with animated UI and unlockable skins. I'm finally, as always, working on all kinds of assets and docs. I'll cover a bit more on that on Sunday .

    Here's a glimpse of world 2, which contains 2 sub-environments - Underground mines/tunnels and some depots :

    Cheers,

    Nathan

  • Pitch

    Rabbit's Adventures (temporary name) is a platform/infiltration game built for tablets and desktop. It tells the story of a young rabbit whose daily life consists of relentlessly saving a princess, without ever getting a well-deserved kiss. Someday though, he discovers that the world he lives in was set-up, bound by carefully painted cardboard walls…

    Current state of development

    03/03 to 03/09 : This week, we implemented fluid realtime animations with the spriter plugin. I'm working on the UI and tutorial assets as well, as those are missing in order to release a quick demo of the game. Next up are the 12 levels of the game's second environment, and roughing out the level's ending animations.

    More about the game

    The game is developped and optimized for iphone5+, tablets and PC/mac/linux using Construct 2.

    The development started during summer 2013. It was paused in order for us to focus on smaller projects, but also waiting for a couple of updates (tilemaps and spriter primarily). It started back mid February 2014.

    The game was created by the Resonant Craft team. We develop html5 games for mobile and desktop platforms. 3 persons are participating to the project :

    • Florian Dematraz (Nemega) : developpement
    • Jonathan Lefèvre (Kazemushi) : sound design
    • Nathan Lovato (Valerien) : art, music and level design

    Last words

    Please don't hesitate to ask me anything about the development !

    Thank you for reading,

    Nathan

  • Spriter is officially supported, it's also accessible and cheaper, mainly. Spine, on the other hand, has a more streamlined, classical animation workflow with a setup pose. Spriter is very efficient for quick jobs, simple characters I'd say. You can change your rig for every animation, it's pretty flexible. Spine is solid, and it's easier to organize complex character animation with it.

    Both lack a real graph editor though at this point !

  • Hey Ashley, wouldn't it take you less time to share your script/a capx example than dealing with the same users requests ? I've seen it come back on the forums and twitter a couple of times now.

    I can attest that publishers have requirements that are set in stone, even if most of the user base isn't using ios6.

    Kind regards,

    Nathan

  • A professionnal artist who charges per hour will give you a cost estimate/invoice before starting on the job anyway and pretty much stick to it. However as dhondon stated, signing a small agreement/contract with the artist is very important, and every detail of the way the contract should unfold have to be precisely exposed.

  • Hey there Ashley. I wanted to ask if the collision cells work with tilemap collisions too ? According to our tests at Resonant Craft, it looks like cell collisions only happen with sprites and tiled sprites (as with tilemap, the amount of collision increases ~"proportionnaly" to the size of the level).

    Kind regards,

    Nathan.

  • Your game could basically be similar to ikaruga, gameplay-wise : having two "worlds" between which the player can switch on the fly. 3d space wouldn't required in that regard and you'd keep a somewhat similar gameplay value.

    From what I can tell, your idea seems pretty abstract to me at the moment. In order to find the right tool for the job, you should do a small prototype to see if it works and how well it works on a given engine.

    Basically, if you need a camera rotation beyond the scope of screen space, you'll need a 3d engine. 2d engines aren't meant to represent 3 space anyway. Also, I'd say that the target platforms and scope of your game will determine which engine you should favor to a large extent.

    Good luck,

    Nathan

  • I'll second Aphrodite and others on that : construct 2 is an engine designed for the highly portable html5 tech. It's also a tool developed by two people mainly (if I'm correct, the third one takes care of the website and community ?), so you cannot expect them to build and maintain multiple native exporters and expand the tool fast as well.

    Anyway, if the tool doesn't work for you, you should try to find another engine designed specifically for your needs. Although I really like the efficiency of construct on small projects, I wouldn't trade unity for it on bigger desktop projects.

    Cheers,

    Nathan

  • You can simply add a variable "ID" to both your keys and doors.

    Then upon picking the key, you check its ID variable, loop through all the available doors, find the one with the same ID, and destroy it.

    On collision with Key

    ---For Each Walls in UID

    ---if Wall.ID == Key.ID

    ------Destroy the wall, then stop the loop.

    I don't know if there is a more efficient solution though.

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  • I wonder whether the gpu handles a tilemap as a handful of separate textures or like a signle texture atlas ? If it works as an atlas, in memory you'll get a 2048*1024 texture, which is big for lower end mobile phones (Android in particular).

    Good luck,

    Nathan

  • Hey everyone,

    I added a play button as it was unclear that the game is already available in its alpha form.

    Cheers,

    Nathan

  • Thanks retrodude. It's not totally ready for the market yet : we're going to polish the game after our current project.

    We are going to dig some sort of shop and various other improvements, including some social functionality ;) !

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Valerien

Member since 15 Nov, 2010

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