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Rifts
Commander ![]() ![]() Joined: 14 April 2005 Online Status: Offline Posts: 355 |
![]() ![]() ![]() Posted: 07 August 2005 at 12:32pm |
ok a little while ago i started makeing a sidescroller game and put
the graffix here, i kinda made some of it but then i thought, this isnt that great.. it was ok but i wasnt doing anything new, so im going to make a sidescroller but im first going to experiment with animations and stuff so im just gunna post a few random animations (not to be used in the game) ill make of random thing give a breif explnation and let u guys tear em to peices so i can improve my animations and hopefully make some good sprites for the game :D... ok heres my 1st 1 its like a sword dropping its ok not reli verry pleased with this.. ![]() a swinging motion im quite happy with this.. ![]() Edit ![]() not too happy with this, a gunshot. ![]() Edit ![]() ok i think this is my 1st step towards makeing the actual game graffix, heres the main charicter.. ![]() ![]() its a gr8 improvement if u see the old 1 lol... ![]() EDIT!!!! heres a lil animation of him standeing then well.... doing that irisistible thing to do when he thinks no1 is watching... ![]() EDIT another animation, this time not to be used in the game, just 4 a forum av on a music forum... ![]() EDIT here is running or at least what i have of it so far ![]() EDIT ok i have changed the animation slightly, i cant make him go up more, without it looking like hes going too high, so this should do, looks smother ![]() EDIT update on running hes now shaded. ![]() Edited by Rifts |
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Vidd
Commander ![]() ![]() Joined: 06 July 2005 Online Status: Offline Posts: 131 |
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The sword motion stops too abruptly; there's no follow-through.
The pendulum seems a little too quick imo (maybe too few inbetweens?). The gun recoil's point seems to be there too long; I think I know what affect you're going for but it seems a little unnatural. Overall very good though. :) |
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EyeCraft
Commander ![]() ![]() Joined: 07 July 2005 Location: Australia Online Status: Offline Posts: 425 |
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Cool blurring effects, but overall yeh theres a few momentum/inertia
problems. All you need is a few inbetweens and some follow through
frames on things. The gun needs a follow through frame because it seems
to stop abruptly, the pendulum needs inbetweens, but I think it swings
too shallow given the length of the string, it should swing lower and
slower.
Youve got good concepts of keyframing though, keep it up you'll be making some sweet-as sprites in no time. |
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Zoomrix
Commander ![]() ![]() Joined: 27 April 2005 Location: United States Online Status: Offline Posts: 342 |
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Ok, I tried hope you don't mind. I did a little edit on the gun because I loved it so much I couldn't get the errors to run over it. (The second one is just with a longer pause on the main frame) What I've done: - When the gun gets backfires the gun barel gets fatter, so I've tried my best to make it proportionally the same. - Uh... that's pretty much it PS: Sorry, could stand from doing this. Edited by Zoomrix |
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Rifts
Commander ![]() ![]() Joined: 14 April 2005 Online Status: Offline Posts: 355 |
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ok ive redone the swinging pendulum
added an inbertween frame, cheked the string lengths they were ok, but the blurs were in the wrong direction so i fixed that :) ![]() heres an edit on the gun, i dunno if iv made it better or worse :S ![]() Edited by Rifts |
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Zoomrix
Commander ![]() ![]() Joined: 27 April 2005 Location: United States Online Status: Offline Posts: 342 |
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Well you did a great job on the pendulum. As for the gun... would you really place your gun at the standard position that fast so it makes a blur after a backfire? Oh, and I guess you ignored my critique on having the gun barrel fatter when it backfires. |
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Rifts
Commander ![]() ![]() Joined: 14 April 2005 Online Status: Offline Posts: 355 |
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ok i think this is my 1st step towards makeing the actual game
graffix, heres the main charicter.. ![]() ![]() its a gr8 improvement if u see the old 1 lol... ![]() EDIT!!!! heres a lil animation of him standeing then well.... doing that irisistible thing to do when he thinks no1 is watching... ![]() EDIT another animation, this time not to be used in the game, just 4 a forum av on a music forum... ![]() EDIT here is running or at least what i have of it so far ![]() |
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Vidd
Commander ![]() ![]() Joined: 06 July 2005 Online Status: Offline Posts: 131 |
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Originally posted by EyeCraft All you need is a few inbetweens "(maybe too few inbetweens?)" and some follow through frames on things. "there's no follow-through." The gun needs a follow through frame because it seems to stop abruptly "The sword motion stops too abruptly" the pendulum needs inbetweens "(maybe too few inbetweens?)" Why is your post so similar to mine? I wouldn't have brought attention to it only they're one after the other. Regarding the new animations: The running one seems quite good only the red frames move back a pixel (why?) and he stays level through the whole thing. He should dip down for a natural -looking cycle. I like the other sprites, they remind me of fighting games. |
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Rifts
Commander ![]() ![]() Joined: 14 April 2005 Online Status: Offline Posts: 355 |
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ok i have changed the animation slightly, i cant make him go up more,
without it looking like hes going too high, so this should do, looks smother ![]() |
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Vidd
Commander ![]() ![]() Joined: 06 July 2005 Online Status: Offline Posts: 131 |
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Originally posted by Rifts ok i have changed the animation slightly, i cant make him go up more, without it looking like hes going too high, so this should do, looks smother ![]() What I meant is, he shouldn't jump up, he should move down; of course maybe this doesn't apply to run cycles and I'm just used to walking. |
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Rifts
Commander ![]() ![]() Joined: 14 April 2005 Online Status: Offline Posts: 355 |
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update on running hes now shaded.
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Zoomrix
Commander ![]() ![]() Joined: 27 April 2005 Location: United States Online Status: Offline Posts: 342 |
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The shaded version has a different lineart animation than your latest update (before this one). I can tell that because his head stays in place completely and it looks odd. |
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Rifts
Commander ![]() ![]() Joined: 14 April 2005 Online Status: Offline Posts: 355 |
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i have like the miniest demo of the game here lol, its not much of a
demmo more just of a display of the graffics so far, im just working on makeing him jump at the mo lol ill post when its updated. http://www.xaosswebdesign.com/platform.html |
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Bear
Commander ![]() ![]() Joined: 20 April 2022 Online Status: Offline Posts: 147 |
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now you just need to work on your color's and you'll have a awsome looking sprite!
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Rifts
Commander ![]() ![]() Joined: 14 April 2005 Online Status: Offline Posts: 355 |
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ok iv updated it can now jump and stuff, its a bit dodgey with some of
the colisions its just flashes fault for not being prcise... damn flash ill still b trying 2 work on it.. over and out (if u click on the older link it will b the same as the new 1 because its the same filename Demmo |
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Wannahlakujuu
Commander ![]() ![]() Joined: 02 April 2005 Online Status: Offline Posts: 205 |
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Very nice, except, you have to press jump again to stop him from jumping multiple times
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Zoomrix
Commander ![]() ![]() Joined: 27 April 2005 Location: United States Online Status: Offline Posts: 342 |
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Looks like he's on the moon. Maybe add a little bit more gravity to it. Looking good so far.
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Rifts
Commander ![]() ![]() Joined: 14 April 2005 Online Status: Offline Posts: 355 |
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ill work on the gravity.... as soon as i can stop the damn jumping.. it
seems 2 work on mine but not on anyone else's EDIT should work now turns out i was useing toggle instead of down for the up key if u understand that... anyways is it fine now? Edited by Rifts |
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Zoomrix
Commander ![]() ![]() Joined: 27 April 2005 Location: United States Online Status: Offline Posts: 342 |
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Yup works greatly now
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Rifts
Commander ![]() ![]() Joined: 14 April 2005 Online Status: Offline Posts: 355 |
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check out the latest version of the demo, has some more graffics on,
but if u fall off the edge.... your buggerd cos i havnt written a die and restart script yet :P Demo |
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Zoomrix
Commander ![]() ![]() Joined: 27 April 2005 Location: United States Online Status: Offline Posts: 342 |
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Lol I had fun killing the guy :P Also when he lands in the beggining it's good. But when I jump the collision resents and he seems to be floating in the air unless I jump again and the collision sets back to normal again.
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Rifts
Commander ![]() ![]() Joined: 14 April 2005 Online Status: Offline Posts: 355 |
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yeh its flash, i cant do anything about him not actualy landing above the
ground in the air flash just isnt precise enougth i have even added some code to fix it if he falls below the ground (as u might notice him slideing up if u land under it), but i dont thnk i can do the same thing if hes above it i can try tho. |
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PixelSnader
Commander ![]() ![]() Not a troll! Joined: 05 June 2014 Online Status: Offline Posts: 3194 |
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you could code something like this perhaps? ''if guy is floating < 10 pixels above, then guy is floating 0 pixels above) its weird that flash isnt accurate enough, since there are other platformers out there that work correctly |
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Ensellitis
Commander ![]() ![]() Joined: 19 June 2005 Online Status: Offline Posts: 10099 |
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You need some better collision detection, he can jump through those crates easily. Looking good.
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There's a pubic hair on my keyboard. What the f**k?? I "mow the lawn" so it's not mine. Gross. |
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Rifts
Commander ![]() ![]() Joined: 14 April 2005 Online Status: Offline Posts: 355 |
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ok let me correct what i have said, flash is a verry acurate program,
however you have to counter act for things, such as my gravity value, for instance if hes falling 5 pixels at a time... i would need to check hes hit the ground 5 pixels before he reaches their... otherwise he would be buried.. sometimes this works out sometimes it makes him float.. i have fixed it now so he always ends up on the line, however, this doesn mean u notice more when he slides up to fit the ground, i dont know if this is better or not so please comment, also in the new verison you can lose lives.... but u cant have a game over yet u just go into minus figures lol. i need to pixel a few more things such as the death message, before i go into much more programing but check out the latest demo Edited by Rifts |
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PixelSnader
Commander ![]() ![]() Not a troll! Joined: 05 June 2014 Online Status: Offline Posts: 3194 |
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couldnt you invert the thing you did, so that instead of going in the earth and then coming up, you make him float the last pixels down, i think that woulld seem more normal allzo, i think the line from the shoe-bottoms and the grass combined are a big and ugly line.., you could ditch the line on the shoes, but i'd suggest making the grass line less thick edit: and someone on pixelation once told me that its a very bad idea to insult players.. just a tip :D Edited by snader |
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1ucas
Commander ![]() ![]() Joined: 27 June 2005 Location: Brazil Online Status: Offline Posts: 174 |
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Err... It's not a matter of accuracy. The frame rate is too slow, so you're compensating apparent speed with high speed values (in pixels/frame). Same with gravity.
The result of this, along with a bad implemented collision detection (which just checks collision in the current frame) makes this sort of "ground sinking" effect. So, you should just increase the frame rate here and optmize the collision detection. It's easy, simple math stuff, you can find nice tutorials out there and even find out the algorithm yourself if you try ![]() |
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Rifts
Commander ![]() ![]() Joined: 14 April 2005 Online Status: Offline Posts: 355 |
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im trying to do all the script pritty much without getting codes from
tutorials, what i have seems logicly perfect to me but i may be verry wrong lol i mean simply.. if (_root.map.hitTest(_root.hero._x, _root.hero._y, true)) { drop = false; } else { drop = true; } if the map and the heros x and y (which are at the bottem of his feet) hit the value drop is false now along with if (drop == true) { jump = true; this._y += gravity; vel -= 1; } else { vel = 20; jump = false; jumping = false; } if drops true then jump is true(thats just for the jump animation) the charicter should drop by the amount of gravity and vel should be -1 (thats just for when u actualy jump it makes its drop again) so when drop = false it should stop droping and there for should stop as soon as it hits the map... i dont realy see anything wrong with this.. if u do please say. |
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imaxcs
Midshipman ![]() Joined: 22 July 2005 Online Status: Offline Posts: 44 |
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if (_root.map.hitTest(_root.hero._x, _root.hero._y, true)) { drop = false; } else { drop = true; } if the map and the heros x and y (which are at the bottem of his feet) hit the value drop is false now along with if (drop == true) { jump = true; this._y += gravity; vel -= 1; } else { vel = 20; jump = false; jumping = false; } I am coding for 2 years now, but I have no idea, why you use 3 flags for jumping (drop, jump and jumping). I would use only one flag, which stores, if the object is in the air or not. Furthermore, you store velocity_y (and maybe velocity_x). If the player presses the jump button, add 20 to the object's velocity_y. At every logic-loop, you increase the velocity_y by a certain amount (only, if it isn't touching the ground) and move the object according to this. ![]() edit: function hero_touches_ground() { if (_root.map.hitTest(_root.hero._x, _root.hero._y, true)) return true; else return false; } function get_input() { bool touches_ground = hero_touches_ground(); if (jump_key_release() && touches_ground) // I don't know the name of the function in ActionScript _root.hero.velocity_y = 20; else if (!touches_ground) _root.hero.velocity_y--; } function move_hero() { _root.hero._x += _root.hero.velocity_x; _root.hero._y += _root.hero.velocity_y; } Please bear with me for my already poor ActionScript-knowledge. It's 4 years, since I last did anything with it. But it should give you an idea of what I am talking about. Edited by imaxcs |
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PixelSnader
Commander ![]() ![]() Not a troll! Joined: 05 June 2014 Online Status: Offline Posts: 3194 |
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besides the coding (i rarely ever do that, let alone in flash) i think you shouldn't ignore tutorials, they are there to help. now, i dont say copy and paste it, but read it, understand it, then use the new knowledge
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Rifts
Commander ![]() ![]() Joined: 14 April 2005 Online Status: Offline Posts: 355 |
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@imaxcs - there may seem to be 3 differnt flags for jumping but their
realy isnt, the drop flag is what causes him to fall down to the ground if hes in the air, nor matter if u have jumped or just walked off something. jump is what makes you go up, but as u go up the velocity value goes down, so drop overpowers it and he is droping, the jumping flag has nothing to do with it and is there just for the jumping animation, however i will go over my script and see what i can do looking at what u have put, but i dont pretend to be a flash expert compared to most people im still not v good lol. @snader - the reason i dont want 2 use tutorials is i wanted this to be a self learning thing so i can figure some things out in flash and get a better understanding as i just said im not amazing at flash. |
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imaxcs
Midshipman ![]() Joined: 22 July 2005 Online Status: Offline Posts: 44 |
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I just wanted to point out that the use of two variables for the velocity is the most common in platform-games.
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