RAZE - Paladin Wings (working title)

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Post » Sat Sep 13, 2008 4:25 am

[quote="deadeye":x4c0inuc]You could make mouse-aim just bend her torso, arms, and head ever so slightly in conjunction so that you get a decent range for firing. There could be a min/max angle for firing so it doesn't break the animation on the sprite, which means that you'd still have to move up/down in order to get things out of range.

As for the chain sprite, make it the front face of another 3D box (leave the other faces blank) and it'll sort itself out :)[/quote:x4c0inuc]

Yes part of the animation sequence was going to be to articulate her body and arm so "aiming" was used more than tilting the body.

The idea for the chain is awesome, I didn't even think of that, though will the 3d object support 24bit alpha PNG and leave the transparency? I will have to try it when I get back on to my Construct computer. Cheers mate. :)

~Sol

[quote="QuaziGNRLnose":x4c0inuc]for controls i just mean, is WASD? appropriate here. the controls are cramped and u cant excactly press wasd and shift easily. switch the controls 2 arrow keys and space/alt/M/N/ i use this setup in my WIP shump, it works fine. if you like i could post it in the creation topic.[/quote:x4c0inuc]

You only have left shift? I use right shift with my right hand, and WSAD are standard FPS controls. I plan to support changing of controls anyway so you will be able to customize them to your specific liking.

[quote="QuaziGNRLnose":x4c0inuc]also i find the way the character moves is awkward, a person on a jet pack doesnt fly straight down, they just let off the trust, dont make your character angle would be my suggestion. just make her fly up down, without changing direction, and make left right control which way you face.[/quote:x4c0inuc]
Yes, as stated before, I will be making animations to compensate for this... however the player will need to be able to aim in all directions for the purpose of how this game will function. The current character is simply a single frame of what will become a far more complex animation and angle system. For flying upwards and downwards, the player will be in more of a "superman" position, while the sideways direction will remain much the same. Diagonal angles will be compensated by having an articulated arm/body of the character so the arm will aim independently of the body's direction value, and the body will only change direction once the arm has reached it's maximum angle. At this stage, I am likely to go back to mouse aiming providing I can work out a few bugs I had with the general control of the character.

[quote="QuaziGNRLnose":x4c0inuc]if u have seeking missiles i suggest you dont need to move your body at all.[/quote:x4c0inuc]
Homing missiles will be but one of about 20 weapon types, I just started with them because they are so much fun! :D

[quote="QuaziGNRLnose":x4c0inuc]try to revise your game before you start, im saying this out of experience. the last thing you want is a badly thought out engine, with bad movement after youve made the first 5 levels. its happened to me and im telling you its horrible and should be avoided at all costs. plan your movement engine first before making it, how you want it, how it should play, how comftorable, these are questions you should ask yourself, and you should never rush into anything, its tempting at first, but you dont get much good out of doing it.[/quote:x4c0inuc]

I have made over 50 indie games over the last 10 or so years... thanks for the advice and all, but I am aware of testing and tweaking before level design even starts. The games engine will be fully completed before I start working on any level designs etc. and there will be plenty of uploads here for you guys to pull apart and suggest things. I appreciate the tip, but it kind of goes without saying. ;)

~Sol
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Post » Sat Sep 13, 2008 5:14 am

[quote="SoldjahBoy":32v940hg]The idea for the chain is awesome, I didn't even think of that, though will the 3d object support 24bit alpha PNG and leave the transparency?[/quote:32v940hg]

Yep. I made some flower sprites with correct depth/parallax on some 3d platforms that way once.

[quote="SoldjahBoy":32v940hg]WSAD are standard FPS controls.[/quote:32v940hg]

...and are generally used in conjunction with the mouse. If you're planning on going for mouse aim and shoot, that'll work just fine. Otherwise arrow keys are generally used in non-mouse games. It's a good standard, most people find it comfortable that way.

Whenever I play a non-mouse game with WASD it just seems awkward, and whenever I play a mouse game with arrow keys it's equally awkward.

Moot point really, though.
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Post » Sat Sep 13, 2008 5:23 am

[quote="deadeye":1wmiuf1z]stuff[/quote:1wmiuf1z]

Awesome, will mess around with 3d box then.

Also, yes I tend to agree... the reason it was WSAD was because it was set to look at mouse and I hadn't been bothered to change it back to anything else.

There is an option to change the default controls in Construct during runtime isn't there? That way I can make a "player controls" menu option where it can be customised and saved in a .cfg file or .ini file.

*EDIT*
Ultimately this will be one of those games which will be best played with a gamepad in the end anyway.
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Post » Sat Sep 13, 2008 6:00 am

[quote="SoldjahBoy":3pzz7ewt]There is an option to change the default controls in Construct during runtime isn't there?[/quote:3pzz7ewt]

Not yet, I believe Ash has said there are plans for this.
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Post » Sat Sep 13, 2008 7:05 am

[quote="deadeye":2rjq3fxj]Not yet, I believe Ash has said there are plans for this.[/quote:2rjq3fxj]

sweet :)

Man, I hate spriting... it takes so long D:


articulated sprites FTW!
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Post » Sat Sep 13, 2008 7:52 am

WOW :D

That is the best startup screen I have ever seen! Only suggestion I have is maybe remove some of the lines that are sketchy because in my opinion they make her skin a bit furry...unless thats intended..

I have attached a zip file containing a png file, i screenshotted your game and modified the pic a little bit so you can see what I mean.

And erm I'll look into the tiledbackground issue :oops:
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Post » Sat Sep 13, 2008 7:57 am

I cant reproduce the tiled background bug. Would you be able to tell me the following:

width and height of the image
width and height of the tiled background
x and y of the tiled background

This will help us reproduce it
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Post » Sat Sep 13, 2008 5:43 pm

her gun seems to go from pointing down to pointing up? is that intended?

and lol, f-boobie
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Post » Sat Sep 13, 2008 9:40 pm

[quote="David":28q83uza]I cant reproduce the tiled background bug. Would you be able to tell me the following:

width and height of the image
width and height of the tiled background
x and y of the tiled background

This will help us reproduce it[/quote:28q83uza]
[url:28q83uza]http://www.quotecats.com/what/tilingweirdness.cap[/url:28q83uza]
reproduced in here
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Post » Sun Sep 14, 2008 3:50 am

[quote="David":15gdf3gk]I cant reproduce the tiled background bug. Would you be able to tell me the following:

width and height of the image
width and height of the tiled background
x and y of the tiled background

This will help us reproduce it[/quote:15gdf3gk]

Sorry David, I think you posted that while I was out last night or something... looks like Faggatron beat me to it anyway, but the tiled background is like 2500 tall and about 30 wide, the image itself is like 30x80 maybe? If you want exact numbers I have to go get on my Construct PC so I can check.

*EDIT*
Also, cheers for the rework of the title screen image. What I'm going to do is replace those lines with more shading instead. The lines represent muscle folds, and they work better on a non-colour image. I will take them out like you did but replace them with some shading and it should look sweet then!

[quote="QuaziGNRLnose":15gdf3gk]her gun seems to go from pointing down to pointing up? is that intended?

and lol, f-boobie[/quote:15gdf3gk]
What do you mean goes from pointing down to up? And yeah lol, I have to keep track of the layers somehow!
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