Superhero Game WIP

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five golem elements Sprites Sheet.Best for enemy or villain game characters.
  • 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.

  • 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! =]

  • 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.

  • 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.

  • 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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    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.

    <img src="" border="0">

    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 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:

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    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.

    <img src="" border="0" /><img src="" border="0" />

  • sman118

    your animation is really good.. love the look of your game :)

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    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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    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

    <img src="" border="0">

  • looking really good. can't wait to see more

  • Thanks NotionGames ! I've been following your Youtube channel and seeing all of your pencil tests and prototypes has been just the motivation I needed.

  • sman118

    Really great progress so far! Had a lot of fun throwing that green guy around lol. Noticed a number of bugs, but I am sure you are aware of them.

    Excited to see when you get more out!

    My only concern would be with the art direction of the hero, might run into trouble with him looking pretty much exactly like Superman if you try to produce the game in any fashion.

  • thanks, Dannyzigg . The game is still very early, so it is chock full of bugs. As far as the Superman thing, the generic nature of the costume is suppossed to be a story element, the chest piece is an orb, and the power set is different. I'm hoping that's enough to distinguish, but I'm getting that comment enough that I might change the hair color or add another element to change it up.

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    This has been on my "to-do" list for a long time and I've never gotten around to it. Well that all changes now!...hopefully. The game still has a lot of placeholder art in there. It isn't too surprising because everything is still early on, but those sketches I have in there for flying really bug me. Its about time I fixed those up.

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