CHAMBER (working title)

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  • Alright check it out maybe this can help you, altho the events have some comments that say what they do they are kinda vague and you might have to go a little more indepth. Ill give you a little info here. The platform behavior is on the green rectangle and not the character, same thing as any edited platform behavior. the green rectangle stays the same width no matter what so it doesnt glitch up into the clouds when you crawl by a wall. The height changes however, to allow you to go through small areas. Oh and the reason why I cut the character into two sprites is so he can keep running while shooting. Ill leave it at that I guess.

    Controls are:

    Left/Right arrow=move left and right

    Up arrow= get up from crawling

    down arrow= go prone to crawl

    X=hold to get ready to jump-release to jump

    C=shoot

    http://www.fileshack.us/get_file.php?id ... illion.cap

    hope it works out for ya

  • Cheers man, I'll take a look and see if there is anything that will help out

    I seem to be grasping the whole platform thing really well... it's just some minor technical difficulties that are stopping me from establishing a clean cosmetic result.

    ~Sol

  • when tracing sprites, at least give credit where it's due

    most of your character is just a recolored version of Angel from KOF.

    <img src="http://upload.dfyb.net/uploaded/angelrun.gif">

    <img src="http://upload.dfyb.net/uploaded/angel-lowjab.gif">

  • when tracing sprites, at least give credit where it's due

    most of your character is just a recolored version of Angel from KOF.

    <img src="http://upload.dfyb.net/uploaded/angelrun.gif">

    <img src="http://upload.dfyb.net/uploaded/angel-lowjab.gif">

    It's slightly more than "recoloured" for starters, more like heavily modified... for instance, completely redesigning the legs, and gourad shading the entire sprite by hand. It's quite known that a method of mine (as well as others) is to use existing charater sheets for an animation template. I'm a good artist, but not a great animator... but whatever.

    Anyway, I have made some good progress on the engine tonight over a few too many drinks. Here is a link for those of you who want to check it out and give some feedback. I know certain things aren't working right, like the crouching animation... but anything else you find that's "weird" (regarding play mechanics) please let me know.

    http://www.fileden.com/files/2007/8/21/ ... e-v0.8.exe

    *EDIT*

    Controls:

    Arrow keys to move

    SHIFT to jump

    SHIFT (again) to grab ledge and flip up

    R to restart frame (test control only)

    ~Sol

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  • its kinda smooth but the running doesnt really look right when when you slow down to a stop. also the transition from the handplant is a bit awkward, are there more frames for that animation? is it suppose to end with her upside down and then all of a sudden shes up and ready again? not trying to be picky, just saying its a bit wierd.

  • its kinda smooth but the running doesnt really look right when when you slow down to a stop. also the transition from the handplant is a bit awkward, are there more frames for that animation? is it suppose to end with her upside down and then all of a sudden shes up and ready again? not trying to be picky, just saying its a bit wierd.

    I have an animation sequence called "skid" for when you stop running, which hasn't been added yet... this will make the running sequence end better.

    Also, yes, there are more frames for the hand plant, I just havn't finished them yet, but they should be added for the next build.

    Other than that, everything else was cool? Cheers for testing it out... feedback is always good!

    ~Sol

  • Oh yeah can you make the hand plant faster? its cool because it seems this would be a game where your trying to complete as fast as you can but when you jump and grab the edge it kinda slows the game down while you sit there waiting for it to end. I like how I can just hold shift instead of pressing it at the right time that would make it easier.

  • It's slightly more than "recoloured" for starters, more like heavily modified... for instance, completely redesigning the legs, and gourad shading the entire sprite by hand. It's quite known that a method of mine (as well as others) is to use existing charater sheets for an animation template. I'm a good artist, but not a great animator... but whatever.

    yeah that's why i said "most" is recolored because i noticed the difference in the legs. using a sprite sheet as a template is a great idea, as it's a great way to get skeletal references for animation that you would then draw over with your own character. but you're just editing a sprite.

    <img src="http://upload.dfyb.net/uploaded/sprite_compare2.gif">

    nothing wrong with doing that, but i think credit is due. i'm not attacking your artistic ability or anything.

    Anyway, I have made some good progress on the engine tonight over a few too many drinks. Here is a link for those of you who want to check it out and give some feedback. I know certain things aren't working right, like the crouching animation... but anything else you find that's "weird" (regarding play mechanics) please let me know.

    http://www.fileden.com/files/2007/8/21/ ... e-v0.8.exe

    *EDIT*

    Controls:

    Arrow keys to move

    SHIFT to jump

    SHIFT (again) to grab ledge and flip up

    R to restart frame (test control only)

    ~Sol

    i noticed you can just keep holding shift and grab the ledge -- not sure if it's intended, but i like it. and i'd increase floor deceleration or create an animation for slowing down -- right now she slides some.

    i don't mind the transition between flipping up and becoming upright, but perhaps consider speeding up that animation so there's not such a long pause.

  • > It's slightly more than "recoloured" for starters, more like heavily modified... for instance, completely redesigning the legs, and gourad shading the entire sprite by hand. It's quite known that a method of mine (as well as others) is to use existing charater sheets for an animation template. I'm a good artist, but not a great animator... but whatever.

    >

    yeah that's why i said "most" is recolored because i noticed the difference in the legs. using a sprite sheet as a template is a great idea, as it's a great way to get skeletal references for animation that you would then draw over with your own character. but you're just editing a sprite.

    <img src="http://upload.dfyb.net/uploaded/sprite_compare2.gif">

    nothing wrong with doing that, but i think credit is due. i'm not attacking your artistic ability or anything.

    > Anyway, I have made some good progress on the engine tonight over a few too many drinks. Here is a link for those of you who want to check it out and give some feedback. I know certain things aren't working right, like the crouching animation... but anything else you find that's "weird" (regarding play mechanics) please let me know.

    >

    > http://www.fileden.com/files/2007/8/21/ ... e-v0.8.exe

    >

    > *EDIT*

    > Controls:

    >

    > Arrow keys to move

    > SHIFT to jump

    > SHIFT (again) to grab ledge and flip up

    > R to restart frame (test control only)

    >

    > ~Sol

    >

    i noticed you can just keep holding shift and grab the ledge -- not sure if it's intended, but i like it. and i'd increase floor deceleration or create an animation for slowing down -- right now she slides some.

    i don't mind the transition between flipping up and becoming upright, but perhaps consider speeding up that animation so there's not such a long pause.

    Hahaha that's so fucking awesome that you made an animation comparison! Wicked!

    Yes I intended that holding shift would enable you to grab the edge. This will make it far less frustrating than trying to time button presses. I hate games that you have to press buttons just right or you die D:

    Also, see previous post about the deceleration. I will be adding a "skid" animation for when you stop running... I am yet to figure out exactly how to implement it though.

    Cheers for the feedback again... and yes I will be adding some comments/credit for the original sprite sheet. Like I said, I'm not very good at animation so I tend to rely on sprite sheets for (as you put it) "skeletal" refrence. I find it's a good way to get some convincing animation while still applying some original artowrk.

    I do plan on editing the sprite further, and changing the jacket to a tank top... but it's low on the prioirty list, especially after spending 3 days on editing/drawing 50/odd frames. :/

    ~Sol

  • Sometimes when I jump off of the handplant and then fall straight back down onto it I just fall and dont grab the ledge, is that intentional? or do you have to be running at a certain speed/angle before you jump to it? oh and if she faces away from the edge (stand in the lava next to the edge and face right) and grabs on the animation gets all wierd and flipped until she gets up

  • Sometimes when I jump off of the handplant and then fall straight back down onto it I just fall and dont grab the ledge, is that intentional? or do you have to be running at a certain speed/angle before you jump to it?

    If the character is "falling" then you cannot grab the edge and handplant. I'm not sure if I will leave it like this, or change it at this stage. If I change it, then it can make some animations go weird under certain circumstances... but if I leave it the way it is, it could be considered "annoying" to not be able to grab the edge.

    I will work on it a bit and see if I can find a happy middle ground.

    And, yeah... weird animation anomolae number 102... far out... annoying :/ Will try to correct that as well.

    ~Sol

  • i found a way to break the ledgegrab to where it stops working. keep holding shift after landing completely (you'll bunny hop) -- after doing this, you'll never be able to handplant again unless you exit and restart the .exe. pressing R wouldn't fix it (are you restarting the layout or just respawning/relocating player?).

    edit: actually, just keep holding shift until the handplant animation is done. that'll do it.

  • oh yeah something else thats a bit important, while running toward an edge if I hold shift at the right time she will do the handplant and come back up. its kinda funny

  • i found a way to break the ledgegrab to where it stops working. keep holding shift after landing completely (you'll bunny hop) -- after doing this, you'll never be able to handplant again unless you exit and restart the .exe. pressing R wouldn't fix it (are you restarting the layout or just respawning/relocating player?).

    I am restarting the layout when you press R.

    I cannot reproduce the bug... maybe the easy solution is to disable bunny hop for the character. I will do this for the next build and see if the problem goes away for you.

    ~Sol

  • > i found a way to break the ledgegrab to where it stops working. keep holding shift after landing completely (you'll bunny hop) -- after doing this, you'll never be able to handplant again unless you exit and restart the .exe. pressing R wouldn't fix it (are you restarting the layout or just respawning/relocating player?).

    >

    I am restarting the layout when you press R.

    I cannot reproduce the bug... maybe the easy solution is to disable bunny hop for the character. I will do this for the next build and see if the problem goes away for you.

    ~Sol

    well see my edit. keep holding shift, from the jump until the handplant animation is done and it should break it. are you using global values? perhaps a global value is carrying over even when you restart the layout.

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