Superhero Game WIP

Show us your completed creations made in Construct 2

Post » Sun Mar 17, 2013 1:18 am

@telles0808 Right now I'm trying to fill out my flying animations. Once thats done I can make versions of the player that will be used when he's carrying objects and NPC's. Shouldn't be too hard. It's really just erasing the head and arms off of the original art.

The real problem that I'm having is how to handle my transition animations while flying. I have it working with button triggers, but thats not going to work in the long run. Basically what I need is a way to play a starting animation and then enter an animation loop. But I need it to work in every direction and use the looping animations in every direction once one of the starting animations. I would also need to figure out a way to trigger a stopping animation.

I think I would do it by creating states like "start, flying, and stop". I'm just not sure how to implement it. Any suggestions would be great. Let me know if I need to explain it better.
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Post » Sun Mar 17, 2013 3:18 pm

I did the same on Equilibrium. If you want play with transitions, you'll need to deal with situations like this.

I did it by my own way, doing triggers, where it play the first transition and then check a variable ON, this variable can only occur while the object is doing the while or after transition pose, if it change the pose, that trigger switch OFF, so, I advanced it by using a instance variable, where I did the name of the action, followed by what part of it the animation is, like "jump - being", so, the object will crouch a little bit and then jump, and the player can't avoid the jump.

What you have to do with your flying poses, for example, is a animation called by "being flying", then, when it finish, go to the flying animations, check the "flying being" instance variable as checked, so, when you turn the direction or anything else, it will not reproduce that animation again.

Also, I suggest you to make a debug of all your player variables on the screen, do it on a different code page, then import it, and on the start of this page, make the follow code:
>Is on Preview;
>Make it update every thick
>Write your debug on a text box;

I hope this helped you a little bit! =]
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Post » Mon Mar 18, 2013 5:31 pm

@Telles0808 That is a great idea. I'll definitely give that a shot once I've finished animating the other positions. I also have a "stop animation" (player settles into the idle animation). I don't know that I could set it up entirely by toggles. Since 8-way movement doesn't have an "on stop" trigger like the platform movement does, how could I let Construct 2 know that I've stopped moving?

I really appreciate the help on this.
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Post » Tue Mar 19, 2013 9:03 pm

You can, by checking if the player is not pressing any directional key, and them, check for a time elapsed, like 2 or 3 seconds, or an animation finished.
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Post » Wed Mar 20, 2013 1:23 pm

Thanks. I'll give those options a shot. I'll post an update once I have it working. The help is definitely appreciated.
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Post » Sun Jun 02, 2013 4:48 am



Its been a while since I've put any substantial updates up on the forum, but the game is definitely still in progress. I've decided to start creating environmental assets as my "warm up" exercises when ever I begin an art project. I've also tried to be smarter with my memory management by using tiles and altering existing art with Construct's built in features. I'm pretty happy with the results so far.



Also, I've been working on a new HTML header for my website. Its definitely still a work in progress, but I'm happy with the results so far. I got a lot of help here on the forums in getting it embedded onto a blogger site (big thanks to @Mr E Bear ). Right now, the billboard can be clicked on and I have a slight camera move.

Head over to my site to check it out: www.NeedYourDisease.com
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Post » Fri Jun 21, 2013 6:08 pm


I've been itching to fill out my city with the NPC's/Civilians you'll be rescuing. Knowing that I want a lot of variety in the characters, I decided to start building my animations in Flash CS6 and then exporting the frames. I then shrink them down and limit the colors to give it the retro aesthetic that I like. This way, I can just redraw certain assets or swap pallets in Flash. That way I can quickly turn out a wide variety of different citizens with the same animations.

The 24 frame walk cycle is roughly 40kb and is the longest animation they have. My early estimate is that all of the frames of animation will total less than 100kb per NPC. I've already added him into Construct 2 and its great to see him strolling down the street. I'm playing with the idea of randomizing each NPC's animation speed and a matching rate of movement. That should give some nice variety.


sman1182013-06-21 18:10:09
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Post » Fri Jun 21, 2013 11:13 pm

@sman118
your animation is really good.. love the look of your game :)
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Post » Tue Jul 30, 2013 12:31 pm



Included a civilian (man in green shirt). Feel free to pick him up and fly around. For some real fun, drop him from the sky and try and swoop down and catch him before he lands. You can now catch people in the air but just flying into them. Picking people up on the ground is still accomplished by pressing "A".

Check it out here: Superhero Game: Build 7-30-13
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Post » Tue Oct 01, 2013 4:08 pm



Haven't posted much here in a while, but I'm definitely still moving along when I can. My major problem is my inability to finish one aspect. I'm constantly growing bored and jumping from one game aspect to another. Anyways, I'm fleshing out a lift animation currently. I want to be able to pick up local objects and throw them at enemies. Speaking of enemies, I'm designing a robot character (below) that I plan on building and animating in Spriter. I'm excited by the possibilities of that program for my enemies. You can see all of this and more over at my blog: Need Your Disease

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