CyberDagger's Recent Forum Activity

  • PixelMonkey has it right. The simplest way to do this is to add an event that sets the vertical speed to 0 when the jump button is released. This makes the character start falling as soon as the button is released. THe transition can be a bit harsh, so that's why PM gave the -3 value. That makes the transition to fall smoother.

  • Heh, Reddit is a bit intimidating now. I'll scout for a bit becore I make my move.

  • With my blog having its second post with meaningful content now, it is probably better to give it its own topic now, instead of making a new topic for each post. I'll post here each time I make a new post, and update the first post with it.

    About Intro Stage:

    Intro Stage is a blog written by an aspiring game designer, for aspiring game designers. With it, I intend to explore the elements of the vast discipline of game design and help both myself and others understand them better. Hopefully, I can serve as a sort of intro stage for your own endeavors in this fascinating world, providing you with the knowledge you need to succeed.

    Main Page

    Newest Post: Gameplay Versus Graphics

    Inspired by the now infamous "game-play or looks" topic, I delve into the subject of visual content in a game and how its importance is commonly underrated.

    P.S. - Now that I think about it, since my blog deals with game design, perhaps this topic would be better in General Game Design. If someone with the powers agrees with this, please move it. If you think it is better here in Open Topic, just say so. I'm kind of having my doubts, and the opinion of someone more familiar with the forum structure would be greatly appreciated.

  • I ended up making a tl;dr post about this that would probably end up taking half the page. It's in my blog, if you want to see it.

  • I have recently started working on a game, mostly inspired by Ikaruga and Sonic Colors, and I've been designing the assets and working on the design.

    While I am a decent spriter, this game is going to have an aircraft ast one of its main graphical assets, and it's much more difficult for me to draw machinery and make it look good. Organic elements, being squishier, give me more of a margin of error when it comes to their presentation.

    I would be more than capable of creating a static sprite, but I want to depict this aircraft rolling when it moves to the side. And that's where this goes beyond my skills. I don't get the same leeway I'm used to, and it's very easy to screw up the perspective.

    I thought of a solution. It's one that ha been used many times before by other developers. Make a 3D model of your asset, then use that as a base for the sprites. By taking shots of it from all the angles I needed to complete the roll animation, I'd have a good guide.

    Here's my problem. I have almost zero experience with 3D modelling. I don't know what I should use, and some of the programs I see seem complicated to use. Those of you who have more experience in this, could you please recommend a free program that is easy to learn and use?

    P.S. - I took advantage of that insane offer DAZ did a while back, so if any of you want to say Hexagon, go ahead, I have it.

  • So, I guess it would also be a good idea for me to use Reddit to promote my bolg...

  • Congrats! It really shows there's a demand!

    Since I don't have a credit card, I ended up not pledging here (Kickstarter's payment model seemed like it wouldn't go well with temporary virtual cards), but I'll make sure to buy the final product.

  • That being said, as long as you don't profit in any way from it, most companies are okay with fanart, which includes fangames, and they are even okay with you reusing their assets most of the time.

    Capcom, for exapmle, is pretty swell with it, and their position is something along the lines of "we are not legally allowed to support you in any way, but we're not going to do anything to stop you either, so go ahead". Because of that general attitude, a project like Mega Man X: Corrupted, which has a scale on the same level as an official game, if not more, can be made without any problems. (And seriously check it out. That's a game with TONS of potential.)

    There is even an entire site dedicated to Sonic fangames. I'm pretty sure Sega is aware of it. If they had any problem, they'd have already sent a C&D.

    So yeah, if you want to make a sort of tribute to somethign, your fanwork should be okay, as long as you know which lines you aren't allowed to cross.

  • It doesn't make it really that easier. It's one less event on the list, but you'd have to specify all the values anyway.

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  • The Solid behavior has nothing to do with the three states of matter, it's just a flag that tells Construct that other objects shouldn't be able to pass through it.

    Play with the sprite's Effect and Opacity. It shouldn't be hard to get a filter-like look. And as for changing the gravity and speed, you can do that. Use an event that checks if the player and the gas overlap.

    Construct doesn't make the games for you, it just makes it easier for you to make them. You have all the tools you need to do what you want. You just need to think creatively.

  • Kyatric You wanted it, here it is!

    Developing a character by use of what is commonly called RPG elements is a common practice today. Yet if done wrong, it will only serve to overcomplicate a game for a really underwhelming effect. Since I am too lazy* to reformat the whole post, I will simply link you to my blog post where I discuss this topic and separate character development into two types, vertical and horizontal.

    Here's the link!

    And let the discussion begin!

    <font size="2">*and also because my blog is new and needs more traffic.</font>

  • It was also an April Fools joke. Sorry to burst your bubble.

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CyberDagger

Member since 24 Mar, 2012

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