What are you working on?

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Post » Mon Feb 04, 2008 11:45 pm

That sprite is pretty good, it's easy on the eyes. Adding a fourth frame could make it a lot smoother though depending on what your goal is for that sprite.

My current project is inspired by castle defense type games but eventually evolved to the point that it can be considered an rts.

It doesn't necessarily have to be castles but that's just the initial idea; I've had other ideas about using the same type of gameplay but with modern warfare instead but that will have to wait till later though.

The game will have a storyline but like most rts games, skirmishes will be the main focus so I hope to incorporate multiplayer options eventually.
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Post » Tue Feb 05, 2008 12:44 am

I'm working on THIS

And will, when i get spare time, or wants to take a brake from my big project, work on THIS.
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I'm sorry, but i don't want to expose too much of the first project. One thing i know though, is that when it's finnished it will show the power of construct in many ways.
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Post » Wed Feb 06, 2008 1:45 am

[quote="vinny":38pmp4xa]That sprite is pretty good, it's easy on the eyes. Adding a fourth frame could make it a lot smoother though depending on what your goal is for that sprite.[/quote:38pmp4xa]

I'm considering doing that, especially after seeing it in-game. It doesn't seem to read as well in motion as it does in a .gif.

Anyway, I *think* I've perfected my platform movement (well, as close to perfect as I'm gonna get). I took the default platform movement and fixed it so there's no skating or pogo-jumping. I added in detectors and pvt variable toggles so the engine could tell the difference between jumping, falling, standing, and running. There are a few other minor little tweaks as well just to smooth things out.

Here it is:

http://www.mediafire.com/?1mwz1drlmbz

Jump with Z. There's also a debug key (D) that toggles the detectors on and off so you can see them at work (not that there's much to look at when they're on).

As always, feedback is appreciated. Does he move to fast/slow? Is the jumping too high/short? Is the animation speed okay? Also, I encourage people to try to break it in case there are bugs I missed. (I know of one very minor bug that's hard to reproduce and doesn't really affect gameplay, but I'll keep it to myself in case no one catches it).

The next step is to start on the main gameplay feature, which is being able to change the solidity of different colored platforms.
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Post » Wed Feb 06, 2008 8:19 pm

He should really lean forward when he runs since he can run so fast. Also, If you collide with a wall, he accelerates slower when you run the other direction. he kinda stops for a while.

It happened two times for me that i opened the game, ran straight foward, fell a little bit, and then the game just crashed. It happened two times out of four. Is this happening to anyone else?

edit. In the square bear screenies you have flowers out on the edge of the 3D boxes. Did you manage to make them move realisticly, and stay in place while the 3D box is doing it's magic?
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Post » Wed Feb 06, 2008 8:31 pm

[quote="Attan":3cm2ozqx]edit. In the square bear screenies you have flowers out on the edge of the 3D boxes. Did you manage to make them move realisticly, and stay in place while the 3D box is doing it's magic?[/quote:3cm2ozqx]

I don't know if it's what he did, but you can make another 3D box and make all sides (including back) transparent, except for the front where you put the flower.

That does the trick for me at least.
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Post » Wed Feb 06, 2008 8:39 pm

[quote="Attan":uv8lus8i]He should really lean forward when he runs since he can run so fast. Also, If you collide with a wall, he accelerates slower when you run the other direction. he kinda stops for a while.[/quote:uv8lus8i]

Noted. As for the sticking to the wall thing, I think I know a way to fix that. Also, my girlfriend said he kinda jumps like a pansy, and I guess I can see her point. Looks like I'll be revamping the sprites after all.

[quote="Attan":uv8lus8i]It happened two times for me that i opened the game, ran straight forward, fell a little bit, and then the game just crashed. It happened two times out of four. Is this happening to anyone else?[/quote:uv8lus8i]

Oh man, that sucks :( It's never crashed on me. I hope this isn't a major issue.

[quote="Attan":uv8lus8i]In the square bear screenies you have flowers out on the edge of the 3D boxes. Did you manage to make them move realistically, and stay in place while the 3D box is doing it's magic?[/quote:uv8lus8i]

Yep :) The flowers are also 3D Boxes, with the flower on the front face and the other 5 sides transparent. That way it's basically a sprite, only it stays in perspective with the other 3D Boxes.
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Post » Thu Feb 07, 2008 3:19 am

[quote="deadeye":28tnrnkj]The flowers are also 3D Boxes, with the flower on the front face and the other 5 sides transparent. That way it's basically a sprite, only it stays in perspective with the other 3D Boxes.[/quote:28tnrnkj]

Aaah! Will put that in my "smart ideas for construct" part of the brain.
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Post » Thu Feb 07, 2008 11:02 am

Im planning to do "Hacker Simulation Game" but first i must get through exams -.- , and then i'll try to make RPG System on Construct.
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Post » Sun Mar 02, 2008 1:06 am

[quote="deadeye":cd6ars6t]A little running animation for Dr. Chromis:



I'm not an expert pixel artist, so crits are welcome...[/quote:cd6ars6t]

I'm not an expert either, but I think he looks maybe a little too clip-arty. I think you could fit a bit more personality/charm/distinct qualities into him, maybe by making him look a little worried or giving him a more distinct posture.

Other than that, I really like your basic concept. He's just a little too garden-variety, is all.

Oh, and I'm working on a platformer I like to simply call "Alex" using the physics movement. I don't have a whole lot done; I'm trying to perfect the movement/attacks before I get caught up in the visuals or level design.

It's similar to SNES-era platformers, but the idea here is to incorporate modern ideas to make the game feel less abstract and more "natural". That is, real world ideas have more application, enemies are more than just obstacles, etc.
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Post » Sun Mar 02, 2008 5:48 am

[quote="brodalco":53411b0c]
I'm not an expert either, but I think he looks maybe a little too clip-arty. I think you could fit a bit more personality/charm/distinct qualities into him, maybe by making him look a little worried or giving him a more distinct posture.

Other than that, I really like your basic concept. He's just a little too garden-variety, is all.[/quote:53411b0c]

I appreciate the feedback, but I really don't know what I would do do spice him up, or even why I would do it. I decided to go low res for a couple reasons:

The first is simplicity. Not only is it easier on me as the game artist, bit it fits in with the character himself. He's just a scientist. He wears a lab coat and khakis. The main focus of the game is going to be the gameplay, so story is secondary. This leads into reason two: he's not a character-driven character, so to speak. His sole purpose is to interact with the game environment, so he doesn't really need to emote or express himself or even stand out in any way. If it were a mascot-driven game then more emphasis would be given to making the character emotive (as in my Squarebear design).

Even so I did try tinkering around with more detail when I was designing him, like a nose, mouth and pocket protector, but it just doesn't look right without bumping the number of colors in the palette way up, which I want to avoid. In fact, in the latest incarnation I've reduced the number of colors even more by taking out the darkest pants color and the shading on the shirt. The point is to make him look as old-school as possible while still looking smooth in the animation.

Speaking of which I did take vinny's suggestion and added a fourth frame to the running animation, and it does look smoother. I'll probably add even more by the time the game is done. I also changed up his jumping frames so he doesn't look so much like a candy-ass leaping around in a field of daisies.

Anyway, I haven't worked on it in about a week. I'm starting to slack again. I got caught up making background and platform tiles when I should really just be finishing up the engine, and switching gears like that interrupted my workflow so it's harder to get back into it. It's a bad habit I need to break.
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