Afinostux
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« on: August 09, 2015, 06:47:10 AM » |
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Making a pretty neat sci-fi thing with a little bubble helmet man. It's platformy! It's Pixellated! I have no idea what to call it yet, but I do know that I want to make a sidescrolling dungeon crawler. IN SPACE Download the latest test build here! https://dl.dropboxusercontent.com/u/66774144/cavex_test6.zipChanges: - Big level format changes
- Beginnings of random level generation
- Start of a level editor. navigate with vi keys. not super functional yet
- Moving skeleton sprites look a lot more stable
- Tons of internal changes, not a lot to see right now
Known bugs: - tile grid is extremely janky, i blame fmod
Arrow keys to move and jump, d to dash, esc to quit. New things this version: That little red line at the top left is a performance visualisation. If it reaches all the way across your screen, please tell me what computer you're playing on! ~~~ rip rainbow square man ~~~
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« Last Edit: August 30, 2015, 02:33:00 AM by Afinostux »
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Octopus Tophat
Level 1
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« Reply #1 on: August 09, 2015, 10:31:57 AM » |
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I use licecap. It's pretty easy, but kind of records in low framerates.
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eliasfrost
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« Reply #2 on: August 09, 2015, 10:39:19 AM » |
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Looks great so far. I use GifCam for recording gifs. It works great and it allows some basic editing.
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jctwood
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« Reply #3 on: August 10, 2015, 07:43:28 AM » |
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Love the player, hope they stay like that!
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Zorg
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« Reply #4 on: August 10, 2015, 08:07:18 AM » |
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Do you use an 8x8 sub-tileset? Looks good so far!
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Afinostux
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« Reply #5 on: August 10, 2015, 08:27:08 AM » |
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I use licecap. It's pretty easy, but kind of records in low framerates.
Looks great so far. I use GifCam for recording gifs. It works great and it allows some basic editing.
Thanks for the tips! I used fraps and virtualdub for the op, hopefully recording directly to gif will make it easier to capture a couple seconds of stuff here and there. Love the player, hope they stay like that!
The player is just a test image for now, while I figure out what set of movements I want to make animations for. For instance, in the op the player turns pink and slows down for a few frames when landing on the ground. I've taken that out for now, but it might go back in for landing from long falls. For now though, I made a turnaround of the character: Got a bit of the ol' twitchy hands Do you use an 8x8 sub-tileset? Looks good so far!
yeah! I tried a couple other styles before settling on this. I like how easy it is to vary up the detail on the platforms.
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ProgramGamer
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« Reply #6 on: August 10, 2015, 08:31:50 AM » |
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Nice little platformer you've got going there! Pretty impressive of you to program it in C++ too.
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Afinostux
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« Reply #7 on: August 10, 2015, 11:28:50 PM » |
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I'm hardcore like that Spent the better part of the day putting in skeleton style sprites, but I really don't like the way the rotation looks at this resolution. Also, his shoulder seems to... wander. Not sure I want to spend the time to track that one down right now. So I went ahead and started animating the old fashioned way: Any comments on the sprites so far? I've left the arm off right now in case I want to animate it independently.
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Storsorgen
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« Reply #8 on: August 11, 2015, 12:50:06 AM » |
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Looks pretty nice, but I think the shoulder swaying back and forth is way too much for a sprite of that size. Also kinda looks like he has his hands in his pockets? Otherwise, very nice and simple design, I like the colors!
As for the running, the feet don't seem to go very far forward on the running part, maybe extend them further forward?
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jctwood
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« Reply #9 on: August 11, 2015, 03:13:59 AM » |
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I miss rainbow protagonist.
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lobstersteve
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« Reply #10 on: August 11, 2015, 06:47:15 AM » |
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Haha, yeah, i also want that rainbox thing as the protoganist. That is "i want block characters for kerfuffle" all over again.
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ProgramGamer
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« Reply #11 on: August 11, 2015, 08:41:26 AM » |
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Haha, yeah, i also want that rainbox thing as the protoganist. That is "i want block characters for kerfuffle" all over again.
Speaking of which, I haven't heard of Kerfuffle in ages.
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Afinostux
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« Reply #12 on: August 12, 2015, 07:42:09 AM » |
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I had no idea that that sprite would be so charming Maybe I'll add it back in as a playable easter egg character. mr. D. Bugman Well, I went ahead and fixed up the skeleton sprite thing
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ProgramGamer
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« Reply #13 on: August 12, 2015, 09:58:23 AM » |
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Afinostux
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« Reply #14 on: August 12, 2015, 10:48:25 AM » |
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mixing two animations!
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Afinostux
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« Reply #15 on: August 15, 2015, 01:49:57 PM » |
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Animation is in the game properly now. Might clean up the interface later, but for now I like the results. might be nice to write some sort of animation tool so that I don't have to type all the keyframes in by hand next time Anyone want to try it out in its current form? not a lot to do, but I'd like to hear what you think of the player and camera movement https://dl.dropboxusercontent.com/u/66774144/cavex.zipAlmost forgot: arrow keys to move and jump, d to dash, esc to quit
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« Last Edit: August 15, 2015, 01:55:26 PM by Afinostux »
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purenickery
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« Reply #16 on: August 15, 2015, 01:56:00 PM » |
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My lord, when you play the game those animations are as smooth as butter. Glorious. The game window is super huge though, it doesn't fit on my screen and I have a pretty big screen. Also, I really like the camera movement as far as showing the contents of a single room at a time, but I'm not a huge fan of how it'll stop between rooms if you stand right in the middle. Fantastic overall so far though!
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Afinostux
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« Reply #17 on: August 15, 2015, 08:50:25 PM » |
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bencelot
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« Reply #18 on: August 15, 2015, 08:58:46 PM » |
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That's cool, how are you animating the dude?
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Afinostux
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« Reply #19 on: August 16, 2015, 10:26:58 AM » |
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it's this in 2D. The animation so far consists of 12 keyframes. The arms in the walk animation have their own set of keyframes so that I can swap them out for other animations eventually.
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