Replicator - Dev Journal

henson802

  • Posts: 381
Wow!
Looks very nice.
Separating the backgrounds and having them move with different speeds will add a lot depth!

This this this.  Perspective adds soooo much to a games graphics you'd be amazed, ie: BGs scroll slower then FG or MG.. etc.

rrzl

  • Posts: 242

Lets not hijacked MadManAdam's topic any further yeah?

I guess its time to start your "Game Journals" KylePreston.   8)
Would love to see how your game progresses.

MadManAdam

  • Posts: 371
Thank you rrzl!  Been working on a new walk cycle.  Thoughts and comments appreciated.   There needs to be a frame or two between walking and standing still shooting.

robrob

  • Posts: 42
Great walk cycle and shoot.  Needs a few more MAYBE, but then again, maybe not.  Suits the style in a way.  I like it.  Keep going!  :-)

MadManAdam

  • Posts: 371
^ Thank you robrob!  I appreciate the support and encouragement!

MadManAdam

  • Posts: 371
Possible new enemy (working title is gear man).  He'll basically be a large enemy character that gets in the way and has lots of hit points.  The thing he's holding is like a protective shield.

« Last Edit: March 25, 2015, 10:25:56 pm by MadManAdam »

Bombini

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  • Posts: 1400
Small idea:
Maybe you can only hit the enemy from the back.
The enemy needs 1 second to turn around when you make it behind the enemy.
The shield obviously also hurts the player ;)

MadManAdam

  • Posts: 371
Small idea:
Maybe you can only hit the enemy from the back.
The enemy needs 1 second to turn around when you make it behind the enemy.
The shield obviously also hurts the player ;)
Yes I do like that idea.  Thank you for it.  I was thinking that either the shield had to be broken down 1st or the power supply on the back of gear man has to be damaged in order for the shield to go down and out.  This is a big dude compared to the main actor and I will make him lumber around and not be very nimble. :)

MadManAdam

  • Posts: 371
For those of you who might have played my demo when it was available (and with a lot crappier artwork) you might remember this enemy below.  I'm updating it's animations and adding new ones.  This enemy doesn't really fit in with my whole 'space marine' meets steampunk aesthetic and I'm seriously considering going back to making artwork for a sic-fi gameā€¦ but for now here's the puck enemy.  Basically a security bot that activates when a threat is too neat.  In the animation it takes a few steps and then deactivates.  The legs need some work but it is vastly improved upon the original!  When it's 'head' bobs down it's from walking, when shooting it will be standing still.

rrzl

  • Posts: 242
Something doesn't look right on the animation,
since its still in progress you might already know this, but I'll just say it out :

The bot jumps up unnaturally 1px? on the 2nd frame.
Secondly, in a real world, just two legs cannot support the weight of a quad-bot that top heavy,
especially if its both front or both back legs at the same time, it will toppled or wobble aggressively.
it needs at least three legs to support itself. You might want to move the legs one at a time.
A slight suggestion, maybe make it look like its startled and slightly step back , instead of jump up.

You can check out some clips on youtube for reference on quad robots.
Maybe it'll give you some ideas.

MadManAdam

  • Posts: 371
Hi rrzl, thanks for the comments!  I should have posted the animation in reverse, the bot will NOT jump up when it is startled/activated but the top will telescope up and then it will start walking.  This is a first for me animating something with four legs so I will check out references like you suggested.  The game is science fiction though and I want the robot to look sort of herky jerky when it moves.  Tweaks will be made. :)

MadManAdam

  • Posts: 371
For anybody reading this I will be moving this project over to Unity.  Tons of new artwork has been produced and revamped, and code wise I've been able to recreate in Unity what I've done in Stencyl in a fraction of the time spent working in Stencyl.

Stencyl is amazing and it has given me a solid foundation on learning code and how it works (basically logic flow).

I wish Jon and the Stencyl team continued success and everybody else working with Stencyl.  I still stop in from time to time to see what cool things people are working on.  The community here is great, has been great to me, and I hope it grows.