Raket - a 2D run and gun platformer

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  • Hey does anyone know how in maya to render an animation and export each image separately as a png ?

    In you Render Settings be sure you set up your output files like so:

    <img src="http://i34.tinypic.com/mv125l.png">

    Pick "name.#.ext", "PNG", and set your end frame to whatever the end frame of your animation is. You might also want to check your image size settings and the quality settings on the Maya Software tab.

    Then close the Render Settings window.

    Now go to Render -> Batch Render, and it'll render your frames and number them for you. Unless you specify a different location in your project settings, they'll probably be in C:\Documents and Settings[i]whatever\My Documents\maya\projects\default\images.

    Took me a minute to remember how to do it (the batch render part), I haven't used Maya in a looong time . Oh well, now that I've reinstalled it I guess I have an excuse to start modeling again.

    Edit:

    Oh yeah, make sure that Alpha is ticked, and that you don't have a material linked to your viewport (you probably don't, it's something that you have to do manually). Oh, and of course be sure to pick the correct camera

  • so how exactly do you guys have maya at home

  • so how exactly do you guys have maya at home

    I got it from school.

    Oh look, a stupid box: http://www.fileshack.us/get_file.php?id ... pidbox.cap

    I just learned something else... I don't have to import images into sprite frames one at a time. I can just right click on the first frame and hit "Import frames" then select a whole list at once. Why didn't anyone ever tell me this

  • i have been unsuccessfully trying to tell people that a few times, normally about breaking up and importing sprite sheets/tilesets in one go

    ..that is if you're talking about the function i think you are.... if not nevermind

  • i have been unsuccessfully trying to tell people that a few times, normally about breaking up and importing sprite sheets/tilesets in one go

    ..that is if you're talking about the function i think you are.... if not nevermind

    No, I knew you could do it by cutting up sprite sheets automatically, I just never bothered to place my sprites on a sheet. The thing I just realized was you can select a whole list of files at once and import that way too.

  • > so how exactly do you guys have maya at home

    >

    I got it from school.

    Oh look, a stupid box: http://www.fileshack.us/get_file.php?id ... pidbox.cap

    I just learned something else... I don't have to import images into sprite frames one at a time. I can just right click on the first frame and hit "Import frames" then select a whole list at once. Why didn't anyone ever tell me this

    SWEET A STUPID BOX!!!!111

  • Hehe, made you download my stupid box

  • <img src="http://upload.dfyb.net/uploaded/pirate_gunner_early_progress2_bg.png">

    Started on some of the armor and accessories today

  • Lookin' sweet mate!

    Also, I downloaded the stupid box.

    Stupid box is well animated lol.

    ~Sol

  • <img src="http://upload.dfyb.net/uploaded/pirate_progress3.jpg">

    a little bit more progress -- been busy with other stuff. hope to have a very early alpha version to post soon, but i'll warn it's very barebones and nothing of worth is really implemented yet -- been busy with all sorts of stuff over the past few weeks.

  • here's an early release you can try out -- again, i warn it's very basic as i'm still building the foundation systems for the game. all of the art is placeholder art that will be replaced later. there are no enemies yet. only the MG weapon can shoot right now, but you can change weapons for slot 1 and 2 in the options screen (it'll save your weapon selection and load it next time you run the game).

    http://upload.dfyb.net/uploaded/Raket_p ... _0.0.1.zip

    move left -                   A
    move right -                  D
    jump -                        space
    
    double jump -                 space (while in air)
    dash L/R -                    double tap A/D
    
    shoot -                       up arrow
    toggle weapon slots -         right arrow
    
    open/close options screen -   O
    restart game -                R[/code:3a6hz5ne]
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  • it looks pretty sweet, but you should revise the controls a little, pressing space to jump is a little difficult, maybe set it to W so your hands dont sprawl across the keyboard so much, i have big hands and its annoying for me, i cant imagine what a small handy would feel lol.

  • it looks pretty sweet, but you should revise the controls a little, pressing space to jump is a little difficult, maybe set it to W so your hands dont sprawl across the keyboard so much, i have big hands and its annoying for me, i cant imagine what a small handy would feel lol.

    yeah i already plan on allowing "W" to be used as jump -- just haven't gotten around to it. i plan on building a control system that lets the user change out their controls completely.

  • Hmm, not much to report on now, seeing as how it's just the base movement engine. I don't much like the controls the way they're set up, but if you're making a customizable control scheme then that's okay.

    And I'm not a fan of the blur, at all. I don't know what it is, maybe it just looks crappy on my machine but motion blurring just never looks right in any game I've ever seen. It's way too choppy.

    Here's a screenshot (linked for size).

    Is it supposed to look like that? Could someone with a good computer post a screen of what motion blur looks like for them?

  • Woah, that's pretty crazy deadeye. I think its broken for you. Do you get a low framerate?

    Motion blur here just looks like a softening of the edges. Motion blur works best when things move really fast. I'm not sure slow-scrolling games like platformers benefit much from motion blur - it does just seem to make sharp graphics look blurry. Games like the rain demo benefit from motion blur - if you move the mouse really fast, there really is a BIG difference between having motion blur on and off. I think you do have to be careful with it though. It is a very resource-consuming way to make your game look blurry (5x motion blur = 5x as much work for the GPU!)

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