jojoe's Recent Forum Activity

  • Hi,

    Trying to make a new line with a text object.

    Tried <br>, %0D%0A,Control-M and %0A.

    I even tried copying over a newline character from a text document.

    I really hope we do not have to make a new text object for every line.

    Thanks for any help.

  • Blinx123

    Hi there :)

    I am not planning on using collision for the AI's guidance, just going to use image points from each frame as path nodes.

    I am done with the menu and the drawing part, I am just working on the finer points right now to package it up.

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  • lemo, yeah GUV and AUV tiles rock in the 3D world.

    Maybe the engine can re-assemble the sprite sheets, then do some sort of soft reset so the re assembled sprite sheets are still in ram when it runs the game layout.

    Then the engine could act as normal, with no new load on it. It assembles everything before it actually runs the sheets, so there is no real-time calculations.

  • czar, Cool shot , I like the Frank Zappa avatar too 8)

    Scramble was the very first arcade game I adopted as my favorite. Later Stern made Cobra but I did not find it quite as playable.

    I never played it on a console.

    Here is what I am working on:

    <img src="https://dl.dropbox.com/u/1660874/TilesetExample.jpg" border="0" />

    A tile set creation tool to celebrate the awesome new tower defense behaviour Ashley made for us.

    It lets you make seamless tile sets for hallways and paths. Can work for any game but they are really needed for tower defense games.

    I am also going to make a save and load feature, and I want to have it dump the matrix to a text file or .json so people can use it to edit their own levels. Will be complete with lighting, and some simple bots that follow the paths so people can visualize gameplay while they work.

  • I saw another post somewhere else in the forums. I think Tom is working on the tutorial submit system. I have a feeling this is why they have not replied to this thread. They might already know about this, and are working on it.

  • Pre rendering means that you render out your animations before the game runs. Real time animations happen in-game, which takes up precious CPU resources. If you are planning to make a mobile application then Real time rendering is pretty muchg out of the question..

    Frame by frame means that you are sitting there with Inkscape, Gimp or any other non-animation package and trying to manually draw each frame, pixel by pixel.

    I have noticed a lot of really bad animation advice on these forums, and game making forums in general.

    People are saying the proper way to make a torch is to make an emitter (not a c2 particle) and have it spraying hundreds of alpha mashed flames on the screen, rotating and scaling them, and changing the opacity and blend modes. Mixing it with a Particle to add to the effect.

    Looks great, and it is fun to program, but it will totally suck the life out of your CPU. This is how a PROGRAMMER who does not know anything about art, or the actual game making process does things.

    You should try to "fake" as much stuff as possible. Little animations like torch flames should be made before the game is ever run, with as few frames as possible.

    Rotating and scaling things in real time, is the biggest mistake I have seen on these forums. Not from newbies either. I am seeing some really high level users wasting CPU power left and right.

    You should only do things in real time, when there is absolutely no other way to fake it.

  • There is no animation package made just for beginners.

    Grab a copy of Blender and start following the video tutorials. You will be animating in less than 3 hours.

    To get a good walk cycle is like anything. it takes a little practice.

    You will never get good at anything if you do not at least try. At first no matter what way to learn is going to be slightly difficult.

    The most difficult way to animate possible is to sit there and try drawing things out frame by frame. For a walk cycle you are only really making 3 key poses, and the IK does the rest for you. You only need to go into the between frames and clean things up.

    I have done professional work for both games and television. If you need any advice feel free to PM me.

    What ever you do, do not try doing anything Frame by frame. If you insist on sticking with a 2D application, then get an animation package like Ktoon that supports Key-frame animation and spline deformations.

    No one does it frame by frame anymore. Professionals have gotten away from that since the late 1960's.

    People who do Roto-scoping even will use an IK rig to help speed things up.

    I Highly stress that you pre-render your animations. Packages like Spriter, and trying to animate in real time is just really silly. You really should save all the CPU power for the game play and physics. Not to mention that it looks horrible. You will never get a natural look, it will look like a bunch of photos rotating around each other.

    I can think of some great uses for Spriter. Making natural walk cycles are not amongst them.

  • Some really nice looking stuff here :)

    I Model and animate with blender.

    A 3D application+Construct 2 is a pretty ssweet combo.

    Hope to see more of your work. :)

  • > Free users are not customers

    But the majority of customers started as Free users. Getting rid of the chicken, also gets rid of the eggs...

    I was totally sold by the free version. I just downloaded it, so I could look at the games source code, to help me understand HTML5.

    One nice aspect about the free version for studios is that you can have a large selection of people you can choose from to hire.

    You can give them a challenge task to test their ability's without having to buy them a copy of C2.

  • I got this Idea from the Zbrush GUV feature that automatically unwraps 3d models for you so you can map textures for them.

    GUV picture

    Great for new users who do not want to learn UV mapping... Bad for any human who wants to try editing the texture later, because, it is only machine readable.

    Well, I was thinking that people who want to just ripp off a tile set, would be discouraged if the tile set was scrambled. maybe a plugin can make the sprite into a matrix, and upon export matrix gets sequence scrambled, and a key to re-construct the matrix is saved.

    After the game loads, have the game engine or plugin re-construct the matrix into the sprite bitmap.

    I am sure, the day after release, some kid will just make some ripping utility to prove their script kiddy might.

    But for the casual, slacker, game developer, who wants to rip off someone tileset, they will probably just look in their web browser cache for the tileset.

    After seeing just a huge gob of pixel-ized noise, they will probably just give up.

    I thought I would mention it here rather than the plugin section, because it might be a feature that brings in sales.

    Anyone who has had their art ripped off, or defaced would flock to this feature I would think.

    Sorry for the long post. :)

  • There is a free animation package called Blender. If you are doing any form of animation it is worth a look.

    In the time it takes me to paint a single frame in a raster editor, I can have a complete walk cycle complete in Blender.

    The UI is made for professionals who use hotkeys. Make sure you learn the hotkeys, rather than using the UI, and you will be a pro in under a month.

    In 2 months of daily tutorial reading, and you will be up there animating with the best of them.

    Blender is also handy for creating scenes, and tiles sets.

    For the price it is insane not to at least try it.

    If you are not much into the modeling side, you can use utilitys like Make human to rapidly make humans, zombies and mutants. They even incluse a modeled bone skeleton!

    The rigs it exports are all ready named for BVH stop motion animation. You can make a human, fully clothed, and have them running,climbing, and jumping around in less than a half hour per character.

    Proper cycles will be needed for walking and running and such, but those are all downloadable animations.

    I already had training for modeling and rendering architectural visualizations in Light-wave when I first started, but that only helped me out with the basics of modeling animated things.

    I learned the basic's of IK rigging and animation with Blender in an afternoon. After about a week I had all the constraints, and a few basic animation theories down. After about a month my characters started really becoming life-like.

    The Blender forum has some great tutorials on how to make your creatures lifelike, and believable.

  • Hi,

    I was just going to look at the requirements to post a tutorial. I noticed the "Submit a tutorial" button just loops back to the tutorial main page.

    Is tutorial section in the non-licence area the proper place for me to post my tutorial if I ever complete it?

    TIA :)

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jojoe

Member since 29 Dec, 2012

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