retrodude's Recent Forum Activity

  • Its hard to say what the problem is unless you post a video on what your working on, or maybe a playable demo (you don't have to post your capx file if you don't want to). It could be C2 itself or it could be one event you have somewhere in your source file thats causing something to go rigid or doing some additional processing that shouldn't be done, but once again I can't tell what kind of game your working on.

    Here's a guide that may help you with your performance:

    scirra.com/manual/134/performance-tips

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  • retrodude

    hi, i really like the characters/ bikes/ etc .. the colors and details are good.. as well as the animation

    I think the background needs more of your work to blend the two .. I think its because your own graphics are deeper in color and have a much thicker black outline..

    Hey mineet, I appreciate the feedback, I'll be fixing up majority of the animations once I get more of the gameplay fixed. But thanks for pointing that out

  • retrodude

    hi, are they your own graphics?

    The backgrounds were sprite re-edits, The healthbars I got for free, but the character/player, objects and enemies are my own graphics

  • Have you heard of the dropbox method to test your game via your android phone? Theres a cocoonjs app for android devices so using that and dropbox you can test out the games on the phones mobile browsers

  • Whenever an sprite object is created it starts at an instance of 0 instead of 1, but basically what that example is saying, is that if cupcake is created, and if its overlapping another cupcake, then pick the 1st instance of cupcake (so the first one created) and change its position to a random spot.

  • Pick instance 0 just refers to the first instance of that particular sprit object that was created. So lets say you create 3 actors on the screen. Each actor is referenced as an instance. So you would have that particular sprite object at the instances of 0,1,2 and picking the 0 instance is like picking the first of that same sprite object that was created. Well, I believe that's what it is

  • Whiteclaws

    This guy kinda does have a point, however he didn't express it properly, but I'm sure he means well. As for custom terrain generators there's a couple of examples in the "How do I?" forum page, unclejunkie seems to already have shown you the link to one of them. Also I recommend not always resorting to a third party plugin as they are sometimes unacceptable in certain sites, such as the Scirra arcade

  • One of my recent projects, its still incomplete. Hopefully I can change the artwork to proper vector art when I learn the skills for it

    Link:

    clay.io/game/jethero

  • The animations are done with adobe flash, the concept behind it is very easy. every character is cut up into pieces and then rigged to a bone system, the hard part is making it Not look like card board cut outs. so I make subtle movements and make some custom frames when needed, like when the shield is facing the camera or on his side.

    I'm linking a video which shows an example of the bone system at work.

    Hero Animation Test

    That's pretty cool, must have tooken quite some time to physically draw those sprites especially with those details. I was just wondering where you were able to learn your art skills? I'll be looking into vector art soon, but I really like your style of art, is there a name for it?

    And also have you heard of spriter? It features similar functions to adobe flash and also comes with png export, or you can set your spriter image as a scml object in Construct 2, but personally I would rather stick with the png export for now. I think in general spriting,art and animation is something I'll research on soon and watching that video was fairly helpful so thanks for posting <img src="smileys/smiley17.gif" border="0" align="middle">

  • I exported some of the animations as a gif, just so you can have a closer look. except the quality is not as good sorry about that. I'll try to re-export them again later.

    <img src="https://lh4.googleusercontent.com/-4smXkHLT3PA/UWTAPg-EyLI/AAAAAAAAAVA/c8BkQgXLeks/s256/washeduphero.gif" border="0" />

    <img src="https://lh5.googleusercontent.com/-RKcHOij1478/UWTAOqvBdaI/AAAAAAAAAU4/vXRJPcKGKcM/s256/sheep.gif" border="0" />

    I was just wondering how your able to come up with the movement frames when animating your characters? Do you outline it as stick figures first then draw over the stick figures, or do you have another way of doing this? Its very fluent and looks well-made, got any tips?

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  • Ahh I dont know how I managed that! Played again last night in Chrome and it was much better, music and sounds and no space between the tiles.

    For what it is I think you have done a pretty good job, if I had to nitpick I would maybe suggest being able to move backwards after jumping (though you might have it there for balance reasons). It might have also been cool if you could deflect the enemy lazers with your sword instead of having to avoid them everytime.

    Good job and look forward to seeing the next project :)

    I appreciate the feedback <img src="smileys/smiley17.gif" border="0" align="middle" />,I am working on a larger project but I think for now I'll focus more on smaller apps/games until I get more skilled with C2, then I'll probably backtrack to my main project

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retrodude

Member since 11 Oct, 2012

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