mudmask's Recent Forum Activity

  • Dang, this looks amazing!

    Question, is the entire game map one giant layout with transitions and x/y teleports or is it smaller different layouts, linked via events?

    Also, are you using individual sprites for each of the map tiles or a tilemap?

    Great questions - although you're able to use one big layout, I'm using multiple rooms. At this point it's just easier for me with the engine I've built. For the map elements, I do build them in Tiled first but actually convert the maps into arrays, and the final maps are generated from that array using corresponding sprites.

  • lucid - this seems to be working great! I'm so pumped that you got this update out so quickly, I was totally not expecting that at all! this really changes a few of the things I had planned by far. thanks for constantly updating such an already excellent product. seriously. I really appreciate it!

    I have a quick question about something I happened to notice while back before this update - some objects seem to be appearing in the upper left corner of the screen when they aren't being used. am I possibly doing something wrong with my animations? you can kind of see it here in this capture (I think it's actually related to the actual layout size - which happens to end to the left of the character):

    I think it might have something more to do with blending, since I currently don't blend any animations for the main character but I do for the boss here, and it seems to maybe be doing that between its different movement modes.

    edit: I do want to point out that Spriter saved me literally hours of design while working on this boss that I was able to devote to making its behavior more awesome. Also, the wings and the body are separate Spriter elements altogether.

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  • Really nice boss mudmask! Look forward to your project!

    thanks man!

  • lucid :O

  • looks great! seems like this'll be a pretty versatile system!

  • bclikesyou - go for it man. for all my larger bosses and enemies from here on out I'll be using Spriter. it might take a few days to play around with but once you get it into Construct 2 properly, it works more or less like a normal sprite. for my character, all my physics were built using just a blank rectangle sprite, so porting all the animations over was super easy.

  • MPPlantOfficial - thanks man, right now the controls are a LITTLE clunky, because I'm playing around with inertia type movement and bouncing off of things... but I was really racking my brain trying to think of some alternate forms of exploration and interaction, and literally one night it just hit me while I was laying in bed. no joke. it has the potential to be kind of cheesy, so I'm trying to really handle those elements with proper planning and care. I thought about having some kind of auto attack, too...

    ryanrybot - dude thanks. my wife got on me for starting too many things.. so back at it. thanks for the feedback on using Spriter, too.

    HR78 - thanks man. when I was researching reference images and stuff, I realized that I just don't like bugs at all. it doesn't even have wings yet!

  • In action:

    edit: this boss is actually pretty hard..

  • lucid - that sounds great! Originally I did actually have both the top and bottom halves as sub entities, but I wasn't sure if that would ultimately be the route to head down since implementation hasn't been set in stone yet. But hey I really appreciate your work on this - I'll be keeping an eye out for the plugin update.

  • just a quick update on this - I figured out a workaround. it wasn't SUPER complex, but essentially since it seemed like there would be some lag in following the player container no matter what, I forced both the top and bottom parts of the character to lag... and viola, they lagged at the same time, and it seems to work on mobile and tablet as well (although I might not release on those platforms).

  • playing around with Spriter for some boss animations - these right now are prototyping graphics... thankfully it's super easy to update graphics using Spriter.

  • I've been experimenting with Spriter recently, and although I hit some hurdles I've had some great success in the last day or so. I've completed moved all my character animations to Spriter, to allow for far greater and easier customization of space suits and weapons... and so far it's working great!

    I'm also prototyping a boss - here are some animations using some of my test graphics:

    Spriter can definitely be used to streamline pixel art and 8bit-ish style graphics. At this point I won't be using it to rotate any individual pieces per say, but it's easy enough to redraw the different angles that I need and animate them on the fly. Props again to for killing it with this program... looking forward to where it's headed in the future. I would almost say it's a must have for small or one man teams.

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mudmask

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Member since 28 Aug, 2011

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