Post videos of what you're working on!

  • I made an unlimited jumper with hack n slash. The visuals are inspired by ghouls and ghosts.

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  • For some reason the 720 version didn't work..this will suffice until it's up

    [TUBE]MZ96ssrbjJk[/TUBE]

  • Rockwell this is looking awesome, man.

  • Rockwell

    Those animations synch really well with the player movement. That's a rare these days... and the water effect is freakin' me out, mate! How did you do that? I'm not too familiar with the effects in Construct2 yet...

  • Rockwell

    Those animations synch really well with the player movement. That's a rare these days... and the water effect is freakin' me out, mate! How did you do that? I'm not too familiar with the effects in Construct2 yet...

    It was very easy. Just a combination of the water webgl effects within Construct along with a couple animated sprites. The key to making it look better is the different blending options.

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  • Rockwell

    I've been avoiding using them myself because of how unnatural some look and how complicated they can get, but I think you've single-handedly changed my mind.

  • It moves! It moooooves!

    <img src="https://dl.dropboxusercontent.com/u/61894646/soothtest2.gif" border="0" />

    And that's all for now, back to paid work.

  • Alright the youtube compression did me no favour, but I just uploaded an old old trailer I made in november for my rythm/platform game called Klang. Hope you like it.

    [TUBE]http://youtu.be/FInJYyfW9tE&HD=1 [/TUBE]

  • WOW Tinimations that looks impressive!

    I can see a few glitches here and there in the scrolling, are those due to the screen capture? How's performance with all those things going on?

    Tell us a bit more about the project :D

  • Gianmichele Thanks! Yes I've found it difficult to get a flawless capture of the game. Video compression also doesn't do me any favours.

    After the low quality fullscreen mode were introduced to construct, the game runs really well on most laptops, easily reaching 60 FPS if turning off the water effect in the background. The game does require a lot of RAM though. Since every asset in the game has at least 8 frames of animation at perhaps 256x256, the current build requires approx 1gb to run. It's the main character that takes the cake. He alone currently has over 160 individual animations with roughly 8-16 frames each. By the time the game ships the final number might be closer to something like 200-250 animations.

    I started on the project in april last year. I've always wanted to play an intense combat-rythm game that immerses the player into its game world. All rythm games these days are in my opinion either too simplistic, or only focused on the act of matching the button prompts alone. That's what I aim to change with Klang.

    I hope to finish a steam worthy game by the end of 2014.

  • Tinimations, glad to see Klang is still being developed, looks and sounds more awesome than ever...

  • Tinimations

    I haven't the faintest idea what the hell is going on at any given moment, but good god, I don't care. The visual style and animation are sick, sir.

  • Collision Collection ( Arcade, Classic and Pilot )

    New promotional video.

    [TUBE]PuLGVyAk5aU[/TUBE]

    Coming Soon in 2014

  • Some playtest footage of Sombrero from a session yesterday:

    [TUBE]http://www.youtube.com/watch?v=7TLRYuJ0Xso&feature=youtu.be[/TUBE]

  • PathFinder test from Dangerous Dungeons

    [TUBE]1lYSArPdebA[/TUBE]

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