RAZE - Paladin Wings (working title)

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Post » Sun Sep 14, 2008 4:17 am

aha! It happens when an images width and height are not the same!

[code:301o2vav]
int firstVisCol = (scrollx - info.x) / (size.cx);
int firstVisRow = (scrolly - info.y) / (size.cx);
[/code:301o2vav]

Well thats rather embarressing :oops:

We accidentally used the width where we were ment to use the height...a 1 letter change fix!
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Post » Sun Sep 14, 2008 4:26 am

[quote="David":3sla0zau]aha! a 1 letter change fix![/quote:3sla0zau]

8)
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Post » Sun Sep 14, 2008 8:05 am



First thing I thought of when seeing that, hehe. There have of course been others, but for whatever reason that one stuck out first.

I like the sprite. Hopefully you have a good config for animation, and aren't doing full detail frame by frame ;)
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Post » Sun Sep 14, 2008 10:19 am

[quote="Jeswen":1bl1wtw0]

First thing I thought of when seeing that, hehe. There have of course been others, but for whatever reason that one stuck out first.

I like the sprite. Hopefully you have a good config for animation, and aren't doing full detail frame by frame ;)[/quote:1bl1wtw0]

lol poser render...

Cheers... I do indeed have an idea for full animation. Every part of the character is a seperate layer in Photoshop, so I will be making the character out of several articulated jointed parts. This way I will be able to have simple things like breathing and swaying arms while "still" etc etc, without having to painstakingly animate every damn frame!


*EDIT*

Oops, forgot to thank David for fixing that bug lol... I guess it will be one of the bug fixes in the next release! Cheers mate ;)
~Sol
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Post » Sun Sep 14, 2008 9:13 pm

Sounds goodd :)

Yes, there's an extra D there and NO I won't remove it!
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Post » Mon Sep 15, 2008 1:05 am

The back view (for flying downwards) is coming along so far... Obviously it's the wrong way up at the moment, but I find things easier to draw with the top at the top etc, then rotate it around 180 afterward. Now the big question.... to G or not to G?
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Post » Mon Sep 15, 2008 1:16 pm

Right, so... I have been messing around for the last 3-4 hours with my character animations, and I think I have gotten it down pretty well so far. There is still some need for additions and fine tuning, and I ended up using only the original "side view" and ditched the front and back views of the character which were going to be for the "up" and "down" directions.

I have now fully articulated the arm so it swings 360, yet retains proper z-order with the body so it doesn't look "wrong". This way you can now aim behind you... the character casually swings her arm across the front and aims behind in true John Woo "I'm not looking where I'm aiming, but YOU DIE ANYWAY!" fashion.

Making the head tilt as well turned out to be a bigger problem than I thought. I can make it have a nice 15 range for up and down, but for some reason it will not mirror when the character turns around... it's stuck looking to the right when I have this option coded in. Don't know why, don't really care to be honest... ended up using a cool but simple "look left or right" head movement, which switches when you turn a few moments before your body turns. The characters spare arm also moves around based on your current angle, but I'm going to tweak this because it looks funny at times. You may also notice some subtle shader based animation using "warp" if you are sitting still... though it's there when moving it's just not as noticable.

A weird bug that has appeared now that the character is made up of several "bits" is that you can now fly right through some, but not all of the "walls" which boundry the level. It seems the horizontal walls can be flown through if you are travelling left only, and the horizontal walls if you are travelling up (I think it was up). Making new events for "If player collides with wall > stop" or "player is overlapping wall > stop" don't seem to do anything... can't figure that one out. I tried using a container for the player and her parts, then tried again without... any hints as to why this is happening would be great :/

Anyway, there are a fair few bugs and things I need to sort out, but again I ask for you guys to have a look and give some feedback on the current player movement changes/improvements (I hope they are improvements!) so without further rambling... here is the link to the next test installment.

http://www.fileden.com/files/2007/8/21/ ... alpha2.rar

Hope you guys like it.

Mouse aiming is back by the way ;) enjoy.

*EDIT*
known bugs:
-player clips through walls
-"dash" attack needs alignment fixing
-booster on players back needs adjustment
-arm movement looks a bit funny on certain angles or if player mouse is ontop of character
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Post » Mon Sep 15, 2008 1:36 pm



[Edit]
Clarification: Your file is set to private.
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Post » Mon Sep 15, 2008 1:38 pm

Just a heads up deadeye, your post has a message about a file being private to the owner.
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Post » Mon Sep 15, 2008 1:40 pm

[quote="Ashley":1aq9yl49]Just a heads up deadeye, your post has a message about a file being private to the owner.[/quote:1aq9yl49]

Yeah... that's the image I get when I try to download SB's newest demo.
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