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Colourful Skeletal-Animation Test

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  • Since this is my first post... Hello everyone and thank you to the Developers and Scirra Community for Construct!!

    For the last couple of months I've been playing around with Contruct, I find it easy to use, and more enjoyable to similar software packages that I've used (TGF, MMF2 etc...).

    So far I haven't attempted to complete a game, instead I've mainly focused mainly on figuring out certain elements, or ways of solving certain problems. Until I have a better grasp of the software.

    I felt I'd just upload something, instead of remaining quiet. Here's a little explination:

    I was experiementing with the skeleten behaviour to see how I could use it in a game. And I adopted it into a platform style game. So the upload is quite short, but it shows the tweening ability of Construct to produce the result. All the animation present is skeleton based. And the underlying platform script is from the behaviour menu, and the use of 'Solid' attrbutes.

    The Images I used were from a game idea I had, a little cliche' I guess, where the task of the main character is in painting a 'black and white' world colourful. For example platforms would transform from a square white block with a thick black outline, into a curving colourful display. Allowing me to input my artisitc abilities. However the file I'm uploading is mainly focused on the animation tweenings.

    Contols:

    Arrows - Directions

    LShift - Jump

    A - Charge

    S - Brush the floor

    D - Attack

    Both the Charging and floor brushing happen while moving. However the attack can be performed at any time, including jumping or falling.

    Screen shots:

    <img src="http://adamenglish.co.uk/download/example1.JPG">

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    <img src="http://adamenglish.co.uk/download/example2.JPG">

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    <img src="http://adamenglish.co.uk/download/example3.JPG">

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    <img src="http://adamenglish.co.uk/download/example4.JPG">

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    Download File:

    http://www.mediafire.com/?dizjmagmzt2

    Kind Regards,

    Adam

  • Hey, this is pretty cool. I like it.

  • very cool indeed. id suggest making his legs a separate object/bone group tho, so that his body animations can be controlled independently of his running/walking/idling/jumping anims.

  • Hi! Welcome!

    Wow, that is a cool animation system, It's the first time I've seen the true power of this behavior!

    I'm still unsure if I use it on my game...

    Great work man!

    Could you post the .cap so we can all learn your procedures?!

  • Nice, very good demo of the bone movement

  • Could you post the .cap so we can all learn your procedures?!

    I think David? posted a cap showing the bone movement with platform behaviour a while ago.

  • Hahaha nice one

    I love the graphic style, and such an original idea. You nailed the bone animations really well... I like how the character attacks differently depending on if you are walking or standing still.

    Can't wait to see more if you plan on continuing the idea

    ~Sol

  • Looks cool!

  • I cant wait to see more of this game.

  • Hey, this is pretty cool. I like it.

    Thank You.

    very cool indeed. id suggest making his legs a separate object/bone group tho, so that his body animations can be controlled independently of his running/walking/idling/jumping anims.

    Thank you for your reply. I was planning on initially doing this, but as I was experimenting I forgot to incorporate it.

    Nice, very good demo of the bone movement

    Thank You.

    Could you post the .cap so we can all learn your procedures?!

    I think David? posted a cap showing the bone movement with platform behaviour a while ago.

    If you still want me to post a .cap I can. The only thing I would change to it before I did that would be to slightly alter the images. This is only so that they keep some originality. I'd probably also add some text/guides as to hint at what I did.

    Hahaha nice one

    I love the graphic style, and such an original idea. You nailed the bone animations really well... I like how the character attacks differently depending on if you are walking or standing still.

    Can't wait to see more if you plan on continuing the idea

    ~Sol

    Thank You. I'm planning to alter the animations at some stage. At the moment the standing attack looks a bit awkward, due to the brush size.

    Looks cool!

    Thank You.

    I cant wait to see more of this game.

    Thank You. I've almost finished the mechanics of the first level. Just have to finish the images, effects and touching up when I have spare time.

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  • If you still want me to post a .cap I can. The only thing I would change to it before I did that would be to slightly alter the images. This is only so that they keep some originality. I'd probably also add some text/guides as to hint at what I did.

    That would be great.

  • Here's the .cap file. I've altered the images slightly for reasons I stated earlier, although they're still recognisable

    .Cap File:

    http://www.mediafire.com/?mg2zhyxwtxe

    If you haven't had experience with animations via the skeleton behaviour, then you may be slightly confused. The .cap is simply events triggering the difference animations under certain conditions, and all the animations are under one bone behaviour (within the top left image).

    If you are unsure as to where the animations are kept, click on the top left image on the first layout. The scroll down its properties to 'bonemovement' behaviour, then click on 'edit'. You'll then be taken to the bone animation screen. From here you navigate from the left via the 'animation' drop down menu, and then via the 'frame' drop down menu.

    All the best,

    Adam

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