kraed's Recent Forum Activity

  • blackhornet

    Hm, that plugin looks mighty peculiar. I saw some interesting effects but not sure how to try my idea with it. I need to place a texture (either above or below my character) and my character's clothe parts should reveal the still texture underneath. Paster seems to do that in reverse, paste objects into a canvas or quad. I do notice it has a blend mode for the quads but no idea if that can help. Maybe i'm missing something, any advice with Paster?

    --EDIT--

    Darn, i just remembered that the character parts overlap one another and will have character parts that i do not want textured infront or behind. This is harder than i thought. xD

  • In the meanwhile of expanding a local multiplayer concept, i have decided to try a very intriguing effect as seen in the Cartoon Network show "Chowder": characters render a texture underneath the clothing that stays still while the lineart and sillhoutte move.

    I'm trying the effects and layout settings to see if it's possible for my character's sillhoutte to do the same and render a texture underneath or above it. I have managed to get the following by creating a none transparent layer that forces its own texture with the texture as my first layer, a second transparent layer that forces its own texture on top for my characters, and my characters blend mode set to destination out, and a final layer with my platforms on top.

    My problem is that i would like to use a different texture for each player (4 max) and not the same texture for all of them and if i place another layer with an extra texture above one of my characters (for another character to use), i will be covering the already textured character bellow since the layers with the texture are none transparent.

    What are your suggestions and is this even possible with the available layer and blending settings?

    Is there a nice documentation that i'm missing or skipped that might help me out?

    Take in mind, it is intended for real character assets made out of sillhoutetes to be used rather than boxes, and with the awesome spriter/c2 integration i would be setting the clothe objects to have the blending properties needed.

    Any and all help would be appreciated, thanks in advace!

  • I have meddled a bit more but usually end up with a mess of faulty and confusing code. I'm getting familiarized with the multiplayer plugin and trying to get the idea going but i'm not sure if when my peers are connected i'm in local or internet.

    I'm trying to send the controller data from another layout which is not the game layout, not sure if sending info this way will give me problems or is the reason it's coming out faulty. I suspect i should create a different game/app which connects to the same room and has the controls and just send input from there.

    I'm still a bit confused with object syncing and client input/update. I pretty much just need to receive the none host peer input without having to rely on syncing the host's game with the controller game that much since...it's just a controller, everyone is watching the same screen.

    Will keep at it, any suggestions and clarifications would be awesome.

  • Greetings to all!! I am currently intrigued with a multiplayer concept i want to test and would like to know how to go about it in C2.

    The idea:

    Local multiplayer game, played on a single computer where up to 4 players battle each other out. Rather than utilizing a single keyboard for all or connecting extra gamepads for players 2-4, i want the controls to be accessible through mobile devices. Making it one single game, everyone playing on the same layout in player 1's PC and players 2-4 will use their mobile device as a controller through local Wifi. When connecting a mobile device it will get linked to a player, show the particular layout with the touch controls in the mobile screen and allow the actions performed in the mobile device on player 1's screen/pc.

    I'm reading on local multiplayer, local preview, gamepads, and touch controls in order to find the proper way to achieve this. I'm pretty sure that with the current touch controls and multiplayer plugin is more than enough to get this going.

    Help me out guys:

    How do i set up a multiplayer LAN game? I understand that the multiplayer plugin connects devices on the local network automatically but how do i go about joining two instances of a game through LAN?

    Can i make it so that there is only one game (player 1's) and be able to connect the mobile controllers? (maybe through a downloadable app made in C2 with just the controller support for the game)

    Is there a way to set a LAN preview that allows me to play in my PC and on my mobile simultaneously on the same game to test the idea out?

    Any and all help will be highly appreciated, if i get it running i will most probably upload a capx for others to try the same mobile controller method. Thanks in advance.

  • Freaking ace, man!!! Excellent work, love the atmosphere, art, and music! I personally feel comfortable with the controls, makes me feel i can actually get good at the game rather than being too difficult or too easy.

    What aspect of the game is procedural and how are you going on about it in C2?

  • A0Nasser and everyone else who has asked about the player.

    I apologize, guys, but there's no player character yet!! Barely into the prototyping stage and making assets by myself (unpainted assets to be precise). But soon, very soon. In fact, i'm not sure if walking sticks/canes will make it to the final product.

    I updated the mockup/prototype with an interesting example of where it all will expand from. Also added some sound effects for the dirt grumbling and "spellcasting". Try it out!

  • No characters nor enemies showed up in my browser (firefox), just the music and painterly scenery. Then i tried it in Opera and worked pretty well.

    Looking forward to the tuts and the interview, it all sounds awesome.

  • I second the tutorial idea, been wanting to learn how to tackle painting (i'm stuck with grayscale renders in need of color!!).

    I gave it a try on my browser but only got so far as to see the (very nice) background, will try again on my mobile soon.

  • This is some serious pro work. The colors are working very good together. Having awesome art is one thing but creating an atmosphere and putting it all together is another, good job on both!

  • RandomFellow

    Super thanks! I've never gotten such a nice compliment in regards to game dev. The dev log is up and running, i got a few details there.

    I've started to notice that the overall quality in C2 games has improved in the community, there's a boom of nice artists around.

  • Starting a fresh new project, hope i keep at this one. Going well for now. Implementing lamp dynamics!

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  • Atmospheric sidescroller, take the challenge of managing and keeping order in a restless necropolis.

    Current stage: Mockups, prototyping, and conceptualizing

    Team:

    Pine- Assets Design and Concepts

    http://pinekkk.deviantart.com/

    Valentine- Character Design and Concepts

    http://warzone16.deviantart.com/

    Myself- Programming, Music, and Modeling

    Gameplay

    Play as the graveyard's overseer, trained in the arcane arts (but now retired). Guard the graves as the skeletal bodies underneath try to protrude. Reach the tombs in time and cast a spell over them in order to avoid a body to rise, wait too long and the undead will unearth and roam either aimlessly or with all the intention of giving you a hard time. Roaming bodies require longer and/or more complex spells. It's all fun and games until someone looses a limb.

    Entities and presences also lurk the graveyard, protect yourself with the appropriate rituals or try to strike up an agreement...but whose...yours or theirs?

    Gear up, after all, you are the night shift guy. Equip yourself for the pitch black of night, gather the essentials: lamps & oils, spells, rituals, charms, and trinkets.

    Game progress will be presented in the form of map expansion. The Graveyard will grow in sectors towards the right offering different enemy types and challenges.

    Concepts

    Main character concept

    Tombstones concepts

    Mockup/Prototype

    This is a very early work in progress, currently the basics of the lamp dynamics. I finally implemented, in a minigame sort of way, a quite watered down idea of the actual gameplay.

    https://dl.dropboxusercontent.com/u/102181736/Prototype/index.html

    Arrow keys- movement

    Hold Spacebar to cast spell

    1, 2, 3 (top row)- Candlelight color

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kraed

Member since 21 Feb, 2013

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