Sombrero - OUT NOW!

Show us your completed creations made in Construct 2

Post » Wed May 14, 2014 10:39 pm

@digitalsoapbox Thanks! I haven't checked out paster yet, what does it do for you? My dev machine died so I won't be able to play with construct 2 for a week or two or I would just install it myself.
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Post » Wed May 14, 2014 10:56 pm

I paste all tiles with no interactivity (7000+ sprites) into just a few Paster objects, vastly reducing my object count - 6000+ sprites get reduced to 7 Paster objects. On the level in posts above, I end up with, max, 687 sprites, most of which are invisible and are used for collision purposes only (standing on platforms, ladders, etc.).

Doing it this way lets me use a ton of layers in the Tiled (mapeditor.org) file without having to worry about how many sprites I'm potentially bogging C2 down with, as well as reduce the amount of layers I'm using in C2 for parallax, since in the end the "shadows" on each platform end up as part of the same Paster object as the platforms they're "shadowing." It also means I get to keep the amount of actual art pretty low, because what looks like tile variations is really just multiple layered images that get slapped on top of each other in a single Paster object.
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Post » Mon Jun 16, 2014 10:05 pm

Another quick update!

I've become a bit sick of staring at the original stage loading screen, It's animated, which is nice, but otherwise it's just some text on a simple background.

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So, I decided to make things a bit more lively, and now each stage will get it's own classic animation-style title card, featuring unique illustrations for each and every stage. It means a whole bunch of extra work (and rewriting the stage loading), but in the end, I think it'll be worth it. Hopefully :).

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Last edited by digitalsoapbox on Wed Jun 18, 2014 6:10 pm, edited 1 time in total.
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Post » Wed Jun 18, 2014 10:40 am

Great. I love it!!
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Post » Fri Jun 20, 2014 9:22 pm

For those in the Boston area, we'll be showing Sombrero on June 28th at Microsoft's Cambridge offices. C'mon out, give Sombrero a whirl - we'll be easy to find on the 10ft+ projection screen - and try some of the 40+ other games that will also be there!

http://www.meetup.com/boston-games/events/180553042/
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Post » Thu Jul 03, 2014 5:27 pm

Meet the newest addition to the Sombrero player characters: Jim from Cleveland!

...You're not from around here, are ya Jim?

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Post » Sat Jul 12, 2014 7:39 pm

Check out the first shot of the newest Sombrero stage, Jones Hill Cemetery! It also shows off the newest feature, destructible platforms!

Check it:
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Larger version:
http://sombrero.pixelmetal.com/images/joneshillcemetary_02.png

Things are moving along more quickly, so expect more regular updates as Sombrero gets closer to its public alpha.
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Post » Mon Jul 14, 2014 11:30 pm

Lovely art style. The backgrounds remind me of the old Roadrunner cartoons for some reason...
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Post » Wed Jul 16, 2014 2:32 am

procrastinator wrote:Lovely art style. The backgrounds remind me of the old Roadrunner cartoons for some reason...


Because they're supposed to. With maybe a little bit of Samurai Jack mixed in. Clampetts Hideway, Jones HIll Cemetery...look up Bob Clampett & Chuck Jones! :)

Also, just finished up the prototype for the stage select screen today. The game pulls in xml files and builds the menu dynamically...which will probably be more impressive when there's more than 2 stages. It still needs some graphical love but hey, it's working! Link: https://twitter.com/PixelMetal/status/489085971770925056
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Post » Fri Jul 18, 2014 3:09 pm

@digitalsoapbox yep I'm aware of those animators ;p

But yeah, Samurai Jack! That's probably what I was thinking of but only seen a few eps of that and waaay more Roadrunner from childhood so... ;)
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