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Messages - twotimingpete

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1
Extensions / Re: Joints Extension
« on: August 22, 2017, 07:09:29 pm »
I used joints extension to make a cauldron that can hold little pieces of meat and you can push or shoot the cauldron to make the meat fall out.

http://imgur.com/a/ttYwR

It has no practical purpose in the game and is pointless

2
Ask a Question / Re: Is Stencyl still being developed?
« on: August 04, 2017, 06:56:51 am »
I'm really excited about 3.5. The benefits and possibilities are already evident in my project.

3
Ask a Question / Re: Best way to do this?
« on: July 28, 2017, 04:10:53 am »
I've done something with glowing elements on characters (e.g., the visor of a character glowing in the dark) that one could use to make different equippable weapons -- depending on how many weapons and how much animation the game has, it might be practical.

I make a full set of animation frames for just the glowing element that can be laid perfectly on top of the regular actor. So at the art creation I animate that element along with all the various frames, and then when I make spritesheets out of it I isolated the glowing element into one sheet and the character onto another sheet.

the lamps on his suit and the reflections on his body are one actor, and the character himself is another actor.

4
You need to establish a set of rules about what allows each animation to play. For example, perhaps the idle animation can only play if the character isn't moving. It should also only be possible if your character is on the ground. Having an attribute that tells the actor whether it's on the ground or not is often one of the first things I set up when making a character or enemy.

There are so many different ways of coding for the same result. That's part of the fun.

5
Extensions / Re: Joints Extension
« on: May 14, 2017, 10:55:34 pm »
I made a seperate project just for determining the values because it compiles much faster -- then I copy those over to the real project afterwards.

6
Mechanics Mini Jam / Re: GIANT SPIDER
« on: May 14, 2017, 05:21:21 pm »
impressive! how does this work?

7
Extensions / Re: Joints Extension
« on: May 14, 2017, 05:16:55 pm »

I'm really glad you found some use for it, twotimingpete. How did you pull that off? Animated sprites while alive and when they die you create the joints and individual body parts? Anyway, it's looking great!


thanks! when the enemy dies the "real" enemy sprite vanishes and a ragdoll corpse is spawned in in its place.

It works well, the only thing I'd really want is some kind of editor that made it easier to figure out where the joints should be and how to space everything apart to form the corpse. As it is now it's tons of trial and error to get each piece in place.

8
Chit-Chat / Re: Stream games to the switch..
« on: May 12, 2017, 10:39:08 pm »
I'm surprised Nintendo would be okay with that. For example, why would I pay $40 to play Binding of Isaac on Switch when I could just stream the $15 PC version to the system?

9
Extensions / Re: Spine Skeleton Engine Extension v0.0.4
« on: March 31, 2017, 07:13:49 am »
has anyone tested this in standalone to determine how it performs?
It performs well if you don't use too many images in your skeletal animation.

I have a game that already has a lot going on and I'd be likely to make fairly complicated models, so it sounds iffy. I think it's worth doing a test at some point though

10
Extensions / Re: Spine Skeleton Engine Extension v0.0.4
« on: March 29, 2017, 06:40:17 pm »
has anyone tested this in standalone to determine how it performs?

11
just try it and see if it causes a performance hit. In flash/mobile it might -- I have no idea -- but in stand alone I use actors for literally everything, including every background element in a 1080p game.

12
they fall frontwards if they're walking and aren't pushed back hard.

I could randomize the forces a bit more.

13
Nothing particularly new here but I have these pretty dialed in now and this gif demonstrates why having ragdolls makes (in my opinion) killing things more fun.

http://i.imgur.com/XRchbjJ.gifv

and yeah, I probably should make the tile collision shape on those guys a bit narrower so they fall off sooner.

14
Use tutorials. When I first started I found it kind of confusing because I was stubbornly trying to learn by reverse engineering existing behaviors. That's dumb. It opened up quickly once I started following tutorials.

15
thanks! I got a similar impression from the bug but I'm not sure exactly how I would accomplish making them join together. Sounds hard.

I made it so if you kill an enemy with a point blank shotgun blast they fly further:


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