CHAMBER (working title)

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  • CHAMBER is a new project I have started, and so far it is proving to be a fun game to make... except all the damn SPRITES D:

    Here is a preview of the main character... yes... sexy lady... hey, it is ME making a game after all... I don't know about you, but I don't wanna see some dudes ass on the screen all day!

    <img src="http://i2.photobucket.com/albums/y46/soldjahboy/Photoshop/so-far-so-good.jpg">

    After a few more animation sequences are completed, I will be able to start mapping out the level designs and traps!

    ~Sol

  • I like it! Very Street-Fighter looking!

    I gotta ask though, what project is this ... number 114? I'm the same way sometimes.

    I'll stop to make something stupidly small just so I can say I finished something XD

  • I like it! Very Street-Fighter looking!

    I gotta ask though, what project is this ... number 114? I'm the same way sometimes.

    I'll stop to make something stupidly small just so I can say I finished something XD

    Hahahaha yeah it's so easy to get side tracked with stuff... I'll be working on something, then have some cool idea that just doesn't fit the current experiment, so I start something new and put the old stuff on the back burner.

    This project will be finished though, simply because 90% of the engine and work in general will be based on the character and her animations. The "enemies" are all going to be traps that you have to avoid, like spikes and saw blades etc.

    Once I get the character "engine" finished, it will be a case of pumping out levels. Nothing else will be animated so it should prove easy enough, and since there are no "collectibles" or "power ups" it will make things a breeze. So far I have over 10 traps working with a single event line lol.

    ~Sol

  • How do you work with sprites?

    Care to explain what's going on in that Photoshop window and how do you insert them into the game?

  • How do you work with sprites?

    Care to explain what's going on in that Photoshop window and how to you insert it into the game?

    Sure thing

    1. What I do is draw my character on paper, so I have some inspiration.

    2. Next, I make a new canvas in Photoshop and colour the background layer bright green or pink... basically some colour I'm not going to use in my character design. This makes it easy to see what is going on. If this layer is turned off it leaves a transparency around the character.

    3. I make a new layer and start drawing the animation frames for my character. I usually do each one on a new layer and merge it with the master layer once it is complete. That way I can easily compare it size-wise to previous frames and make sure I'm not growing/shrinking my character too much.

    (Another handy trick is to find a sprite sheet from another game that has similar animations to what you need, and use it as a template to draw your own character over the top.)

    4. After all the animation frames are drawn, I copy each one onto its own canvas excluding the background. Each frame is then saved as a 24bit png with an easy filename, Eg: Character-Run-Right-F1.png, Character-Run-Right-F2.png, etc.

    5. Open Construct and put in a new sprite object, then create the appropriate animation sequence. Add the frames for each action into the correct sequence and set the parameters for the animation.

    6. ????????????

    7. PROFIT!!

    ~Sol

  • I see, even if you work all of them in one canvas, you still have to cut them and save them individually.

    That was what I wasn't getting.

    Thanks!

  • Very cool looking

    Any more problems with the animation in your engine, or did you get that all sorted out?

  • I see, even if you work all of them in one canvas, you still have to cut them and save them individually.

    That was what I wasn't getting.

    Thanks!

    Yeah it's a bit of a pain in the butt... though not as much as drawing all those frames one by one!

    With Photoshop it's pretty easy though... if you make a selection around something that has transparency, when you make a new canvas it automatically crops the canvas size to the exact dimensions of the object in the selection. In other words, it does it the smart way. If I had to manually crop each image I think I would have given up by now.

    After 3 days of constantly drawing animation frames I'm about ready to "go-round-the-bend" as it is... though I am pretty satisfied with the end result thus far. I may add a few more frames for the "standing" or "idle" animation... or one of those corny animations characters will do if you just stand there for too long. Other than that, I'm nearly done! One more day of drawing animation frames before the real game mechanics start!

    ~Sol

    Late comment:

    deadeye

    Still having trouble... I will finish off my animations and get them all set up, then send you the .cap to have a look at. I'll wait till then in case any more issues spring up! And thanks by the way, glad you like it so far.

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  • I've recently finished making sprite with 49 animations. Good to know Construct handles it without problems. That's a little technical tip for you ^^.

    Looking forward to seeing first movement engines and game as well. However I think sexy characted should've had longer hair .

  • I've recently finished making sprite with 49 animations. Good to know Construct handles it without problems. That's a little technical tip for you ^^.

    Looking forward to seeing first movement engines and game as well. However I think sexy characted should've had longer hair .

    Yeah I have about 5-6 animations so far... ranging from 2-10 frames each. Movement engine is coming along slowly... just trying to get animation transitions working right, then I'll tweak the gravity, speed, etc, etc.

    Longer hair? Each to thier own I guess... I kinda like jaw length hair on a woman, though long hair is cool too it's just not my usual prefrence. I also have a thing for redheads and blondes lol.

    ~Sol

  • Short hair, brunette. Boi-oi-oi-oi-oing!

  • lol, I think she should have longer hair too, right now she reminds me of those square enix guys that look like girls. No offense. short-haired girls can be hot too

  • lol, I think she should have longer hair too, right now she reminds me of those square enix guys that look like girls. No offense. short-haired girls can be hot too

    All good mate lol. Each to thier own I guess... maybe I'll make it longer if I can be bothered editing 50+ animation frames. I might upload a test.cap so you guys can give your opinion on the movement engine so far. Keep in mind certain animations aren't working quite right just yet, like the crouch animation for example.

    ~Sol

  • ouch, are you gonna put a crawling animation? I could show you the zillion .cap Ive been working on. It has a pretty good movement engine, a combination of platform behavior and custom. It moves almost exactly like I want it but the crawling is hard to get right. I've been having hell with getting these passcoded doors to work with. then on another layout ive been making a more action based scroller.

  • ouch, are you gonna put a crawling animation? I could show you the zillion .cap Ive been working on. It has a pretty good movement engine, a combination of platform behavior and custom. It moves almost exactly like I want it but the crawling is hard to get right. I've been having hell with getting these passcoded doors to work with. then on another layout ive been making a more action based scroller.

    I wasn't thinking of a crawling animation... just more of a crouch to duck under certain traps. By all means, if you want to... link me the .cap file... all the input I can get will be a big help! I'm pretty satisfied so far with the result I have achieved though... it's looking pretty good IMO apart from that pesky crouch animation that just doesn't seem to want to act right.

    I'm getting close to a test upload... just so you guys can check stuff out.

    ~Sol

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