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  • Animations? Wait what?

    I am assuming he is baking his animation frames out into separate model files and swapping them dynamically at runtime. I've thought of doing this myself but the process would be rather time consuming.

  • > Animations? Wait what?

    >

    I am assuming he is baking his animation frames out into separate model files and swapping them dynamically at runtime. I've thought of doing this myself but the process would be rather time consuming.

    Why doesn't construct have proper bone animation support anyway?

  • >

    > > Animations? Wait what?

    > >

    >

    > I am assuming he is baking his animation frames out into separate model files and swapping them dynamically at runtime. I've thought of doing this myself but the process would be rather time consuming.

    >

    Why doesn't construct have proper bone animation support anyway?

    I'd say probably cause no two bone editors are the same.

    That, with the fact that Construct wasn't meant to be full blown 3d, and creating a 3d bone editor is way beyond that.

    ...... doesn't mean there will never be one tho...

  • > Animations? Wait what?

    >

    I am assuming he is baking his animation frames out into separate model files and swapping them dynamically at runtime. I've thought of doing this myself but the process would be rather time consuming.

    No, no, no. I'm not mad:) I have created bone system over the bone system for my characters in construct.

  • <img src="http://dl.dropbox.com/u/9050706/Pic/nanana.jpg">

    click to see all

    So it is a 2D/3D Left 4 dead clone.

    The 3d part is the object entirely made in 3d.

    I gotta say it is my first big project so i know i should not go for the big thing then i will try to finish the engine, finish the first map,add 2/3 zombie type and 2/3 weapon to see how good it go and if i'm not going to get stuck or bored of it.After i might start all over by optimizing the code.

    P.s. I'm still working on my Runner Game (I have restarted from scratch with a better code optimization so the tile does not overlap when the creation goes faster that the cpu can handle.)Now im trying to make some Tron'ish art for the player and the environment

  • http://dl.dropbox.com/u/34375299/shooter.jpg">

  • That's some nice lighting, thoughtzone - I like the look of that.

    Here's a shot of my entry for the One Buck Challenge but it's something I'd wanted to work on for ages, so I was glad to get the motivation to start it up again. That specular on the road's taken me all bloody afternoon but glad it's working now!

    <img src="http://www.corvidaegames.co.uk/epiloguepic1">

  • <img src="http://www.corvidaegames.co.uk/epiloguepic1">

    Great minds think alike, my friend! I was also thinking of entering an isometric side-scroller. Best of luck--I'm not so sure I'll finish my game in time

  • my big problem is gonna be the ram usage because im using the emboss effect ton the light and 3d seem to consume a lot too. I think i should try to make some sort of Occlusion Culling engine.

    I want to make daylight map too but it look all crappy so i might add some kind of bloom...

    my big dream would be some day/night transition...

  • Well i started working on a game I am calling Hypnagogia. (hypnagogia is: the transitional state between wakefulness and sleep)

    The game takes place in a world called Hypnagogia.. you are some medieval looking chap.. who has an adventure in this world.. the levels are going to be a bit different instead of a linear start at level 1 and the game ends at level 10.. you will be going back and forth between each level doing quests etc.... which also has this strange gameplay mechanic.. which is kinda hard to explain well.... Hypnagogia has different layers of the world you switch between to solve puzzles etc.... (which has been done in other games.. but this is still kinda different than that..) Anyway It has this whole transcendence/ascension thing going on in it.. Esoteric symbols.. archetypes.. that sorta stuff.. Kinda a weird spiritual game.. but not in a super obvious annoying way.. The world is going to be pretty weird.. and some kinda mix between an adventure game / platformer / melee fighting / puzzles.. The art style itself will be inspired by Eyvind Earle who came up with the look for Disney's Sleeping Beauty.. and medieval religious art / surrealism / and gameplay.. i am hugely influenced by Braid/Sword&Sworcery/ and the whole design reboot philosophy.. so umm yeah..

    So far I am just kinda testing stuff out and don't consider any art in the screenshot as even close to final artwork.. but now happy to have found a project i plan on sticking with! I don't really know whether or not the main character will end up looking like the chap in this screenshot.. haha.. and the hat.. well.. i couldn't resist putting it on his head when i searched medieval hats in google for reference... not sure he will keep it.. or the ridiculous get up.. since not sure many people want to play as a main character that looks like such a dandy.. Dandy in the underworld.. good song.. .. uh yea.. you are going to have to open the image in a new window since its huge?

    <img src="http://cellar-dweller.org/Hypnagogia/environmentconcept.png">

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  • The Bespectacled One, I hope you do and I look forward to seeing what you come up with! I really liked the competition idea and enjoyed the challenge of having to use only one layout.

    Thoughtzone, the idea of a day/night cycle is perfectly doable, I had a simple setup in a top down shooter I was working on where a tint layer's RGB values were affected by the time of day. It was simple and looked alright but with proper attention something like that could be tweaked and work great. Especially if you based the intensity of bloom on the same system (high at midnight also for a moonlit glow on bright textures). Hope you keep us updated!

  • I really liked the competition idea and enjoyed the challenge of having to use only one layout.

    Same!

  • Hope to see you both fighting til death for my dollar! Naaah. I'll just enjoy trying your stuff

  • yeah i might not use the day/night transition system for that game because it is mostly made of pre-rendred map like in L4d with some random element and you won't play more than 5 minutes per maps.

    Maybe for my dream project of making a Open world game i'll add all the feature i have the knowledge to do but before, i stick to smaller project to test concept.

    Oh and i need some people to help me with to draw some basic linear map.Don't put to many effort in it,i just need a top down map drawn in paint and some description of the object and building.I hope i could get as may as i can.

    <img src="http://dl.dropbox.com/u/9050706/Pic/n2.jpg">

    Daylight pic

  • I hate construct's sprite sheet support with a passion - the complete lack of any.

    <img src="http://dl.dropbox.com/u/888382/runningaim_r_25x28.PNG">

    Devised this relatively simple system so it will actually work..

    so much copying and pasting.. gah!

    I've also stolen an idea from Metroid Confrontation / AM2R by splitting samus into legs + torso , rather than the whole body.

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