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Post » Tue Dec 31, 2013 6:54 am

For some reason the 720 version didn't work..this will suffice until it's up

[TUBE]MZ96ssrbjJk[/TUBE]
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Post » Tue Dec 31, 2013 8:45 pm

@Rockwell this is looking awesome, man.
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Post » Wed Jan 01, 2014 2:22 am

@Rockwell
Those animations synch really well with the player movement. That's a rare these days... and the water effect is freakin' me out, mate! How did you do that? I'm not too familiar with the effects in Construct2 yet...
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Post » Wed Jan 01, 2014 1:11 pm

[QUOTE=RandomFellow] @Rockwell
Those animations synch really well with the player movement. That's a rare these days... and the water effect is freakin' me out, mate! How did you do that? I'm not too familiar with the effects in Construct2 yet...[/QUOTE]

It was very easy. Just a combination of the water webgl effects within Construct along with a couple animated sprites. The key to making it look better is the different blending options.
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Post » Wed Jan 01, 2014 10:59 pm

@Rockwell
I've been avoiding using them myself because of how unnatural some look and how complicated they can get, but I think you've single-handedly changed my mind.
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Post » Fri Jan 03, 2014 7:10 am

It moves! It moooooves!



And that's all for now, back to paid work.
...but this is mostly psychological. Check my devlog
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Post » Mon Jan 06, 2014 11:55 pm

Alright the youtube compression did me no favour, but I just uploaded an old old trailer I made in november for my rythm/platform game called Klang. Hope you like it.

[TUBE]http://youtu.be/FInJYyfW9tE&HD=1 [/TUBE]Tinimations2014-01-07 00:33:40
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Post » Tue Jan 07, 2014 11:26 am

WOW @Tinimations that looks impressive!

I can see a few glitches here and there in the scrolling, are those due to the screen capture? How's performance with all those things going on?

Tell us a bit more about the project :D

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Post » Tue Jan 07, 2014 11:54 am

@Gianmichele Thanks! Yes I've found it difficult to get a flawless capture of the game. Video compression also doesn't do me any favours.

After the low quality fullscreen mode were introduced to construct, the game runs really well on most laptops, easily reaching 60 FPS if turning off the water effect in the background. The game does require a lot of RAM though. Since every asset in the game has at least 8 frames of animation at perhaps 256x256, the current build requires approx 1gb to run. It's the main character that takes the cake. He alone currently has over 160 individual animations with roughly 8-16 frames each. By the time the game ships the final number might be closer to something like 200-250 animations.

I started on the project in april last year. I've always wanted to play an intense combat-rythm game that immerses the player into its game world. All rythm games these days are in my opinion either too simplistic, or only focused on the act of matching the button prompts alone. That's what I aim to change with Klang.

I hope to finish a steam worthy game by the end of 2014.




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Post » Wed Jan 08, 2014 9:22 pm

Tinimations, glad to see Klang is still being developed, looks and sounds more awesome than ever...
As long as I can move left, right and fire, I'm Happy...
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