Lou Bagel's Recent Forum Activity

  • This is just some ridiculous nonsense I threw together quick to entertain myself while recovering from knee surgery on the couch. Uses tilt controls to move and tap to jump. See how many acorns you can get:

    http://loubagel.com/squirrelrun/index.html

    Play only if really bored

    Note: tilt controls aren't perfected—must hold in certain way. Landscape with bottom to the right. Screen facing between level and up (don't play while leaning back or laying down)

  • Meet Tom:

    Ah! Tom got bit!

    My first attempt today of making one of these guys into a zombie . . . even though wasn't making them for a zombie game

  • Have you started with this:

    https://www.scirra.com/tutorials/368/ho ... ipad-games

    Maybe these two can fill in the gaps: (found in a search - haven't used personally)

    https://www.scirra.com/tutorials/1047/u ... p-to-apple

    https://www.scirra.com/tutorials/907/de ... e-easy-way

    Then, if you are having issues post specific details that you are encountering and I'm sure someone will help.

  • That is great, love it

  • How does the map work?

    Is it like a map between levels where you choose where to go/what level to play next?

    Or is it mirroring the platforming where, for example, at the Geofront you will be climbing/taking an elevator upwards?

  • I like the 16-bit look for the pixelated smaller sprite also but the bigger sprite has a good look too (kind of modern like a Gen IV Pokemon game). I would add that I think the bigger sprite's walk cycle looks better.

    I am completely new to game art as well and I just finished a month+ pixel-art-per-day challenge. I learned a lot but I can't say I'm quite there yet. All that said, there are a bunch of good tutorials online and I really got a lot out of this walk cycle animation tutorial. Check it out.

    http://manningkrull.com/pixel-art/walking.php

    Thank you for your comments. Which walk cycle(s) specifically do you think need improvement?

    That is actually the animation tutorial I found most useful as well. I just haven't spent enough time revising the sideways walk cycle and plan on it. I want to keep at 2 frames for now as am planning on having a lot of sprites for NPCs. Though maybe later I will make main character have more frames per animation. Like I mentioned in previous post I am happy with the walking down animation though - I modeled it after taking a look at Earthbound for SNES sprites.

    Do you have a link for the pixel art challenge or is that something you did on your own? I have a lot to learn still. I am happy with these sprites at the moment but am struggling with making their environment (indoor/office floor tiles, desks, chairs, computers, coffee machines, copy machines, etc.)

  • I like the first one. Also, I really like the other characters in the same style

    Thanks!

    Honestly, any type of compliments are motivating at this point. Just a few months ago I was creating things like this: (literally, from 1/26/16)

    Just wanted to share that in case anyone else reads this that likes art but doesn't think they are good at it - just keep learning and practicing. I don't think I'm awesome or anything but I went from loathing the art I made to being happy with it in a fairly short time. You can do it!

  • Any girl NPC's? It would make it more realistic if there were.

    Yes, see above

  • Hello everyone.

    First I want to thank you for this wonderful dialog system.

    Just a quick question: I wonder how to display only particular discussion or dialog.

    Let say I have sprite.. and on collision with this sprite I want to display discussion id=1

    And then I have different sprite, so on collision with that sprite I want to display discussion id=2 etc..

    Please give me advice how can I do this?

    I usually would give them an instance variable then use the instance variable in the path. As per the discussion above I might change the system to using attributes/IDs instead of different tags but here is an example:

    XML.StringValue("/content/"&Interactables.class&"/"&Interactables.name&"/message/text()")

    So in this example Interactables is family (if you can't use family just make one object with different instances) an the class is either set to NPC or Sign, but works the same way, and the name is whatever name I give it. So my xml would be:

    -content

    --npc

    ---tom

    ----message Hello!

    But planning on eliminating the tom tag and giving the npc tag an id of tom.

    Magistross, I was going to ask if you can give an example of when you have used a for each xml node? I can't think how to implement it in any of my current situations.

  • In my opinion, in this case 2 frames is not enough for a walking animation.

    I'm not happy with the walking left/right animation and plan on changing it. Probably somewhere in between my first two attempts, one looks like he has a limp and the other looks like bouncing in a full sprint:

    I am happy with the walking down animation though:

    Not planning on changing it to more frames though. Using 2 frames isn't uncommon and I feel that more would be unnecessary in this case.

  • Thank you everyone for the feedback ( famousgnu6 , , Nagval333, icestorm30). The unanimous votes have made my decision easy!

    I have started messing around with making other characters (npc) from his frame, just trying out whatever comes to mind for now so many are similar and touch-ups needed:

    Just started on attempting females - I was reluctant at first as was worried about actually getting them to look feminine. Final result of first attempt:

    ...and purely for my own entertainment:

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  • Also, IDs aren't indexes, we aren't numbering stuff, we're giving names per say. I don't see how it would force us to change the previous ones as we insert new data.

    My initial post was asking why tutorials were doing:

    Id=1

    Id=2

    Id=3

    Etc

    They also had the same path and tag, so that was my suggestion to use index instead of ID. I believe that was my only time recommending using index.

    So I guess we are in agreement that using IDs to "number stuff" isn't a great practice?

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Lou Bagel

Member since 7 Sep, 2015

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