![]() ![]() You have no idea how much help this has been… in my game I like to fix things as I go along and sometimes won't work on other aspects of the game (art, music) before things are working correctly. It's a bit of a juggling act but will work out okay I think. All of my logic, collisions, and other weapons handling are handled by my original Spaceman, all of the animations are taken care of by copy Spaceman. When I duplicate my main space man actor I'm assuming I have to have an exact copy of the original (meaning all of the same animations)? And thanks for the tip about deleting the collision shape of one of the duplicated actors, guess the collision shape of the 'copy' would be the most logical choice.Īnd sooooo after looking at this and understanding this better now I have to reference animations for my copy actor and not the original one that I'm hiding, right?! Also collision detection, even though the sprite will be hid on my main actor collisions can still be detected, or is it better to handle collisions in the copy also? ** Updated 10/10/14 - new artwork can be found in my game journal thread here: - really nice - very cool!Īh yessssss, that was the tired 3am me writing. The large grey electronics console will also be placed differently (just put it in the scene to see the scale). The large pipes on the bottom also need work and the blank blue screens will eventually have stuff on them. Things are also looking kinda flat and I'd like to make them have more dimension. For my scene I'm going to redo my main character (his legs look like crap and you should only be able to see one when he's idle) and the white circles on top will be filled in with gauges and there will be animated steam coming from that stuff. Hey, even games like Super Brother's Sword & Sworcery isn't 100% purist pixel art. I guess you could say I'm going for a hybrid look. Everything is pixel art besides the lighting effects which I know are not. If you have a mac check out Sprite Something or PyxelEdit. The demo above won't really reflect actual gameplay but switching weapons is still relevant and turning gravity on and off, using the jetpack, etc.Īs always comments and suggestions are welcome. I will post more artwork as it becomes available. Also going to redo the way he looks, the legs are all messed up. Maybe the outpost he's visiting is set back in time, hence the steampunk vibe, or not, that's TBD. I think I'll keep my main space marine actor and for the story he will be sent to investigate an outpost that he'll have to explore and learn about. In other news the game art wise is going from a space station kinda vibe into a steampunk vibe. Also thanks to forum member liberado have solved the annoying issue of parent -> child actors from jittering around when attached to each other. The past month I've been working on new artwork (posted up above) and have got things fixed to where things were when I left off. After updating to 3.1 several things in my game broke, the radians got updated to a radians/degrees block, my animations were broken (Stencyl decided cram them onto one sprite sheet so multiple images were trying to play at once), and I was bummed out about trying to make a large game with slow performance.
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