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Post » Sat Mar 05, 2016 12:53 am

@Arclight and everyone else interested in my procedural animation
I haven't had time to write a tutorial but I commented the capx and threw it up in the examples section.
https://www.scirra.com/tutorials/5010/p ... tric-games
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Post » Sat Mar 05, 2016 3:57 pm

Message: Arclight can only post plain text URLS until they have 500 rep. 1 URLS modified. Why?
Ahr Ech wrote:@Arclight and everyone else interested in my procedural animation
I haven't had time to write a tutorial but I commented the capx and threw it up in the examples section.
https://www.scirra.com/tutorials/5010/p ... tric-games

Thank you very much! :)
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Post » Sat Mar 05, 2016 8:07 pm

The capx procedural animation is REALLY nice, thanks for sharing
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Post » Sun Mar 06, 2016 9:33 am

Hello everyone!

Seeing how I've been working on this for quite a while and used the many useful tutorials available here to make it happen, it only seemed right to eventually post about Honey here. So without further ado, here it is!

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Honey Rose: UFE (short for Underdog Fighter Extraordinaire) is a life-management simulation, presented as a visual novel, with hints of beat'em all for added flavor and spiciness. Take a look at the trailer to get a better idea of how it all works!

https://www.youtube.com/watch?v=aXY0C8HwEhE

Where is the project at today? I'm currently about 70% done, all of the core systems are in place, and I'm working on the remaining needed assets and script, before finishing with the system overlays (menus, full gamepad support and the like). I'm aiming for a late 2016 release on Windows.

The game is being developed by myself only, along with the help of Morusque for the soundtrack and sound effects!

Some more links if you want more info about the game:
-homepage: http://pehesse.fr/honey/
-TIGsource devlog: https://forums.tigsource.com/index.php?topic=42222.0
-tumblr devlog: http://pehesse.tumblr.com/
-twitter: @lavantdapres
-patreon: https://www.patreon.com/pehesse?ty=h
-indieDB: http://www.indiedb.com/games/honey-rose ... aordinaire

I think that about covers it for now. If you have any questions or comments, I'll do my best to be available to you all here, on Twitter, or... well, just about anywhere I post about Honey!

Hope you like what you see!

--Pehesse
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Post » Sun Mar 06, 2016 10:36 am

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A little experiment for Rikoshe Mobile Game Jam
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Post » Sun Mar 06, 2016 1:55 pm

Xentar wrote:Wow, so many cool screen shots and projects o.o Already posted my Wop in my topic, but emm



Working on the duel mode of my game.



DX9 runtime??..are you using Construct Classic??
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Post » Mon Mar 07, 2016 7:43 am

@Pehesse This is stunning! How many animation cycles do You have for a single character during the fight?
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Post » Mon Mar 07, 2016 8:45 am

rozpustelnik wrote:@Pehesse This is stunning! How many animation cycles do You have for a single character during the fight?


Thanks a lot :-D I use about three different "sets" of animations depending on the character type:
- main character: she has 27 different animations for her basic moveset, and over 20 more for all unique, character or situation dependant moves.
- match opponent characters: they have a lot less, around 20-30 to cover everything they need to do (since they basically only ever fight the main character in standard play)
- beat'em all multiple opponents characters: even less, since many of them can appear in parallel, so I need to keep in mind memory use! They have around 15 per character.

I hope that answers your question?
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Post » Mon Mar 07, 2016 10:05 am

@Pehesse Definitely :) That is as expected - a ton of animations! I love the artstyle. Keep up the good work!
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Post » Mon Mar 07, 2016 10:29 am

rozpustelnik wrote:@Pehesse Definitely :) That is as expected - a ton of animations! I love the artstyle. Keep up the good work!


Ha ha, yeah! Had to pull a few tricks and cut some planned stuff to stick under the 1Gb RAM usage limit, but so far, it seems to work :-D
Red Riding Hood looks super impressive, too! How do animations work there?
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