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TIGSource ForumsCommunityDevLogsA Project 2D..Platformer
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Author Topic: A Project 2D..Platformer  (Read 4238 times)
kanabeach
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« on: February 24, 2016, 11:14:06 AM »

Soon...


« Last Edit: May 30, 2016, 08:41:44 AM by kanabeach » Logged

kanabeach
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« Reply #1 on: February 29, 2016, 10:40:43 AM »

Hello,

animation:

Idle sword

sprite:


bones:
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kanabeach
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« Reply #2 on: March 15, 2016, 10:53:33 AM »

Hello,

little sword attack methode


slide wall


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kanabeach
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« Reply #3 on: March 20, 2016, 11:48:38 AM »

new progress animation..



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kanabeach
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« Reply #4 on: March 21, 2016, 11:51:53 AM »

other WIP animation..

ladder.


End ladder


and a hit melée..
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kanabeach
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« Reply #5 on: May 06, 2016, 10:16:04 AM »

hello,

little vidéo of displacement of player unarmed..

https://www.youtube.com/watch?v=Ty7jxkYdQ_c&feature=youtu.be
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arvidsson
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« Reply #6 on: May 06, 2016, 07:10:43 PM »

Nice animations!

Do you have any more information about your game, what it's going to be about, gameplay etc?
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kanabeach
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« Reply #7 on: May 08, 2016, 08:40:40 AM »

Nice animations!

Do you have any more information about your game, what it's going to be about, gameplay etc?

Thanks Arvidsson..

this is a game I started in September 2015 at the end of making my game engine modular platform. it allows me to do SEVERAL gameplay style.
I adapted the engine for gameplay mechanics based in of the actions.
the player has a different style of jump according to its velocity, etc ...

attacks are based on a timing with animations to make a combo that will end in a gore fatality if combo is great.
Ex:



There are 3 modes unarmed projectile sword and each with a different gameplay
ex mod unarmed, the player can run faster, jumps farther full run, slide, hanging, push box but he fights with his fists so inflicts little dmg.. while the mod sword, the player runs slower, less jumps away but it is a good compromise for close combat ..le projectile mod battle moves slowly but has good firepower for enemies distance..

little vidéo of displacement of player Mod Sword..
https://www.youtube.com/watch?v=vWoWIpYqRTY&feature=youtu.be

The universe will be fantastic heroic..with creatures,GOD and trap..
inspiration gameplay : Darksoul,Flasback,tomb raider


beginning of the creation of the creatures.

Ex of boss Minos (Minautor)

Ex boss and Guardians



Ex skeletton


Ex gargoyle


3DSmax/fusion 2.5/photoshop are the software and i'm alone on this project..


I will make a more complete description in the first post ..


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ashtonmorris
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« Reply #8 on: May 10, 2016, 09:56:56 AM »

Great animations!
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Ashton Morris - Composer & Sound Designer

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kanabeach
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« Reply #9 on: May 11, 2016, 09:31:28 AM »

Hellohello,

Great animations!

Thanks Ashtonmorris

Little update..
I worked in the engine for the mod shotgun on the jumps, falls and receptions ..

Work on animation..
Reload



Shoot gun jump:


New Idle shoot-gun


In game:(jump,fall,reception)


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kanabeach
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« Reply #10 on: May 16, 2016, 10:06:03 AM »

Hello,

Added fall shootgun


WIP slide animation end of run "full".



Old:



New:



WIP effect:




 
render Avi:


in game:
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kanabeach
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« Reply #11 on: May 23, 2016, 09:44:56 AM »

Hellohello,

I integrated some animations today.

Added animation "End of run"


with sword


Reload


Saml test on Climate effects:Rain


the engine is updated to 0.2.
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kanabeach
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« Reply #12 on: May 29, 2016, 08:15:33 AM »

Hello All,


after the engine has been updated to version 0.2,I began working on AI. WTF

first test on human enemy "mélée"

AI Humain Sword  :
it already has the ability to walk, jump, fall and idle



Example for wall collision..jump or climb?



Test in game:



see you soon
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FK in the Coffee
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« Reply #13 on: May 29, 2016, 09:11:40 AM »

lovely job on the animations! the main character reminds me a little of Corvo, from Dishonored.
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kanabeach
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« Reply #14 on: May 29, 2016, 09:38:20 AM »

lovely job on the animations! the main character reminds me a little of Corvo, from Dishonored.

Thanks FK in the Coffee,

for the appearance of the character, I was inspired by Assassins screed,Darksoul and for the mechanical movements and combat , by Flashback and Prince of Persia..
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oldblood
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« Reply #15 on: May 29, 2016, 10:46:37 AM »

These animations are really great. Definitely not what I was expecting when I saw it was a 2D project...
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kanabeach
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« Reply #16 on: May 30, 2016, 09:22:21 AM »

These animations are really great. Definitely not what I was expecting when I saw it was a 2D project...

Thanks Oldblood,

Description of the game in the first post will be updated when I have taken the time to explain everything and translated into English.I did not find the title for now.. Sad

Little progress on AI. Start of mechanics. The height will be taken into account to trigger the correct action to implement.

Small animation for the jump and fall .. they will be well on further but that's for later. the idea is also to include the reception of the fall.

Jump:


Climb:
The sprite used for the climb is a test, this is a model that I had already rigged and animated with animation climbing main character ..

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kanabeach
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« Reply #17 on: June 01, 2016, 10:26:31 AM »

Hellohello,

Update Widget AI.

For a correct AI, I thought, it must take into account the distance, Hearing, smell and the view. It could be applied as follows:
- 4 parameters: ex super creature
- Only 3, humans, gargoyles ..
- 2, skeletons, trolls,zombie
- One, a trap ..

Of course, I could varied according to the creature.

little schema of the idea:


Essai with distance + view only:


Test in game:(vidéo)
http://www.youtube.com/watch?v=jt7FHqcYw_c&feature=youtu.be

I started to work as guards with a ranged weapon..
archer:



In game
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Peidorrento
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« Reply #18 on: June 01, 2016, 12:18:25 PM »

Looking great!

Will it have any stealth element at all?
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kanabeach
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« Reply #19 on: June 02, 2016, 02:41:15 AM »

Looking great!

Will it have any stealth element at all?

Thanks Peidorrento,

some element will be for the stealth like Box..
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