kraed's Recent Forum Activity

  • This is some brilliant stuff! Really fun to use and efficient.

    Really wish you could play with the look of the occlusion, maybe a brightness/contrast filter with the effects already on C2?

  • albertjayy

    Thanks, I might starting laying down some concepts for the fishes soon. Once we decide which perspective we'll go for I will definitely have some sprites up.

    Somebody

    Thanks for the feedback, the water is the only drawback I can think of when it comes to slanted. Still giving this thought, I hope the indecisiveness doesn't keep me from elaborating the other parts that need to be handled.

    The fish will be quite unique alright, might be going for strange aquatic mammals or quirky bizarre fish (maybe both?)

    They won't be the average oval shaped planet Earth type fish we see in most games.

    Sandybee

    Thanks! Low poly modeling is really easy to pick up and manage once you learn a good modeling software. I'm using blender. Learning blender takes more time than laying the sprites, once you get the hang of it the style is really a breeze. Small assets such as items take from 3 to 6 minutes while island and terrain items can take from 8 to 15 minutes. I will make final assets more cautiously and take my time with them though. My problem comes with adding color, working the materials inside blender or post processing in photoshop. That's a bit tricky for me, coming from a musician background.

    volkiller730

    thanks, stay tuned!

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  • Looking nice and stylized! It's a really good genre to put out too.

    Really curious on how the music and the monsters are going to sound like.

    Keep developing, this has tons of potential!

  • Very nice for a first game, a bit challenging in a good way. This could go on all sorts of directions, baddies, spikes, hazards, etc

    Didn't knew you could jump in the clouds so you could make it more obvious that they are platforms somehow.

    I've never played Kirby games but all the Kirby inspired games I've seen tend to be good. Keep at it, hoping to see more soon. Stay creative with the design though!

  • Wrangler This is looking awesome, I love atmospheric titles. Very well done.

    gillenew As pro as can get, was hoping stuff like this came to Construct. Can't wait to see more.

    Somebody Saw other stuff of this tool earlier, really rad stuff. Will be checking it out soon.

    ---

    I just came back to this project, meditative fishing. Currently testing perspectives

    The game will have some sort of procedural island generation but not sure which perspective to go with. Both look so interesting to me.

  • Happy New Year, Scirra!! Been away a bit, how about finishing a game for this year's resolution? Took a small break from this project which turned into almost dropping it completely but I have gathered more experience and a few new tools, after discussing dev related stuff with my bro I have decided to continue this project.

    A few minutes in yesterday at restarting the project, managed to plug an already made character in a really love the look of it.

    This won't be the final version of the main character though since my brother has some nice concepts made, will upload those soon and try to merge them with the current one.

    (I apologize for the choppiness of the gifs)

    Tried the same character with the first prototype build and find myself very indecisive between the two perspectives.

    The slanted feels spacey and allows to toy with 8 directional movements plus a few more stuff. It does add a bit more difficulty for procedural features but might be worth it.

    The more flat view feels...idk, crafty? I can't quite put my finger on it but It has a nice appeal with its simplicity, feel it could create a totally different immersion than the slanted look. Could make procedural a bit easier.

    Any comments and suggestions are highly appreciated!

  • A step by step would be great, highly appreciated.

  • This sounds amazing and helps grow both the C2 and Ouya experience. A few questions since i consider myself a novice as well.

    What type of configurations do you refer for serious Ouya project?

    Can this handle medium to large scale game? (Big layouts, quests, etc)?

    This produces an APK that pushes to Ouya, right?

    Could this work as an alternative method for building mobile android games from the same APK?

    Thanks in advance!!!

  • A really interesting idea which i'm not sure how difficult would be to implement is the possibility to import a png map/spritesheet and crop the parts inside Spriter. A neat feature that could save a lot of time.

  • +1 textures over sprite.

    I'm interested on a 3D anaglyph effect where the original sprite gets an offsetted copied over it, one keeps the red channel while the other keeps the green and blue. Offset amount and direction should be editable.

    I'd try and go at it but know nothing of these effects and shader code. Anyone care to point me in the right direction?

  • I'm also interested in a solution for this. Although i would like for the player to be able to rotate towards mouse position and for the map to angle accordingly too.

  • A question that has been bugging me a while. Is there a way to relate/unrelate the sprites by events?

    The intent is to be able to "unparent" the objects to spriter and be able to apply events to the individual sprites. Ej: body parts exploding with physics, activating a ragdoll mode. Then be able to reset the sprites as a character again.

    I'm interested in exploring ragdoll and not sure if unrelating the objects to spriter is the only way. Can it be done with the sprites already attached using the spriter data? (And not having to set up my own image points)

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kraed

Member since 21 Feb, 2013

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