Kent2D's Recent Forum Activity

  • Of course! Thanks for the purchase!

  • https://www.kickstarter.com/projects/2d ... n=95ee824d

    I'm aware Construct2 already has some support on dynamic lighting, but I saw this tool on Facebook and got curious as to how it could be supported. (Specially alongside Spriter).

    What do you guys think ? <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • The way I'm currently managing it is with booleans actually. The only part that pains me is that when there are MANY booleans, your conditions turn into a giant list like

    IsStand

    XIsWalk

    XIsRunning

    XIsAttacking

    XIsJumping

    XIsSpecial

    XIsEtc...

    So you have to limit conditions based on a big list of booleans and (if it happens that you want to add a new state/boolean) you'll have to retrace all of the current actions to add that exception/permission to every other action you've already set.

    It's just no that practical

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  • I was wondering. Has anyone thought of this yet ? I'm aware construct sets the bar really high for some features and it's really complete, but some simple necessities feel like a hard-to-get result when you have a billion conditions that limit them or enable them.

    In construct you can have a character, for instance:

    -walk

    -run

    -crouch

    -attack

    I need to make conditions within these 4 stances to make it understandable that you can attack while walking. You can attack while crouching. You cannot attack while running, you cannot run while crouching and so on.

    This system can turn quite confusing if your game has a bunch of stances to wich priorities may vary, so I was wondering about branching and if there was a possible way to get it to C2.

    This way you can link which actions are conditioned to a current one, and not make exceptions to every other actions that are not currently 'true'.

    I don't know. This would also make animation workflow much simpler.

  • Kent2D - Grass Tiles — Now for sale in the Scirra Store!

    https://www.scirra.com/store/royalty-free-game-tilemaps/kent2d-grass-tiles-210

    <p>I made this tileset based on Sonic the Hedgehog and Mario. They are suppose to feel old school even though each tile has 142x142.</p><p>These are regular grass tiles.</p>

    Use this topic to leave comments, ask questions and talk about Kent2D - Grass Tiles

  • The game's been in development for quite a while now, but I haven't really worked much on it since I lack the time (as I work during the day and only have about 5 hours every night to work on whatever I can). Since I'm making some upgrades on the ingame sprites, I thought it'd be cool to share the old sprites! <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    Let me know what you think!

    http://www.newgrounds.com/art/view/adec ... ld-sprites

  • Curse of the Bastards has a new Logo!

    You can check out the devlog #8 here! <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    http://curse-of-the-bastards.tumblr.com ... 8-new-logo

  • I really liked the graphics. Let's see how the gameplay will be.

    Are you thinking about something like Castlevania?

    Yeah! It's going to be inspired by Castlevania Symphony of the Night with some influences from Megaman X. More information about it is in the devlog at curse-of-the-bastards.tumblr.com if you don't mind having a look!

    [quote:2h5ym2fx]This is the completed creations forum so where can i play it. Because it looks very good

    Sorry! When I created the topic there was only "DEVLOG" forums. When the forums layout was reformulated this post was redirected to "completed creations" for some reason, but it definetly is not completed. I'd even appreciate it if some admin could move it to the proper area.

  • Hahah thanks for the feedback guys! =DD I do actually have some animations! I'll just take some time to upload them and I'll post them here!

    Here's a little update on what happened the first half of this year that got me and CotB down for a while!

    Just made a new devlog entry explaining what happened and expressing how the game development should go from now on! <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    http://curse-of-the-bastards.tumblr.com ... everything

    Devlog #7 - The remake of… Everything!

    Hey guys! It’s been a while since my last update here, so let’s line up the ducks and pick up where we left off: Through these last months of inactivity I worked on many smaller jobs since I had financial problems pretty much all of the first half of 2014, so Curse of the Bastards had no choice but to wait in shadows. As time went by I learned alot about my own style, I managed to focus on my art and even developed some interesting palettes and animation techniques.

    How that sums up ? Well, in the spawn of a few months I evolved my work to a point where I don’t feel like the old sprites are that cool anymore. Some of them lack concept or are just plain confusing, so I’m going to remake all the sprites.

    NOW? - You ask me,

    No, not now. I’m going to list my priorities and work base to top. The characters are awesome to call attention, but they won’t be implemented so far, so I might aswell keep the old sprites as concepts/previews. The only one I need right now is Bartholomeus because he’s going to be the Main Character (alongside Pitch, but I can program with one or the other and he’s already done).

    SO ? What happens ?

    Simple! My good friend Pedro Medeiros introduced me to a cool tool called Licecap, if you don’t know it you should totally look it up. What it does is it takes a piece of your desktop and turns it to a gif. That way I can update the Devlog even if I’m just programming, showing you guys how animations are working ingame, or the speed/flow of everything.

    How frequent will be the devlog updates ? Cuz… you know…

    I KNOW, I KNOW, I don’t plan on dropping the ball (please God I hope I can keep my money this time), so if everything goes right I’m planning AT LEAST one big boost on the game per month. I’d rather just be realistic and lay the cards on the table that I need to stay alive and Curse of the Bastards won’t generate me any income, at least so far.

    Gee, that sucks, so how does that go ?

    Well, taking from examples such as Shwig and Roxxy, I came up with the idea of using PATREON to make sure you all get updates more frequently and I get some money without having to worry about working as a slave. How it would go is simple: You choose an amount to donate everytime the game has a Content Update, meaning, if you donate 1USD, everytime I make a Content Update, I get 1USD from you, supporter. There will be different tiers for different values and the ammount of updates per month is limited to 2, being 1 small and 1 big. I’ll go more into it later when it happens. That way I would be able to work on Curse of the Bastards without having to worry that I might skip lunch the next day, so… That’s the plan!

    When will that happen ?

    Somewhere between this month and the next one! I still have some jobs to finish and some bills to pay, but I’m slowly working on “The cool stuff” (read: New logo, title screen, character portraits and such), so the next updates might be around these lines.

    That’s it for now guys! If you have any questions, please use the /ask on tumblr! If you need to contact me just drop a mail to kent@2d-dungeon.com!

    See you soon!

  • I'm resuming the development of Curse of the Bastards after a little while in pause!

    My first worry after the game cooled down for a while was rework the art with the things and tools I learned and developed these last few months. The animations now should run alot smoother! I'll update stuff as it goes! Smiley

    If you have any questions or suggestions, please, let me know!

  • Just made a new mini-game this last weekend at the GGJ14 :) If anyone wants to check it out. globalgamejam.org/2014/games/bang-boom

  • Thanks! :D His animation was put together with spriter! I rendered it and exported with the frame and stuff. :)

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Kent2D

Member since 18 Jan, 2012

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