The Enchanted Cave 2
Delve into a strange cave with a seemingly endless supply of treasure, strategically choos
4.39 / 5.00 38,635 ViewsGhostbusters B.I.P.
COMPLETE edition of the interactive "choose next panel" comic
4.09 / 5.00 15,161 ViewsAt 12/10/10 07:37 PM, biohasard wrote: A complete knockoff!
But really nice, regardless.
You should really make it more original.
Well trying to copy things is a quite good way to learn.
At 12/10/10 08:38 PM, Spysociety wrote: Could you please do these texts non-selectable? It is pretty annoying having them selectable, you can simple have an instance for them and type:
INSTANCE.selectable = false;
Or go in his properties and uncheck the option from it.
I hadn't noticed this, thanks for pointing it out.
But for some reason nothing happens when i make the text non selectable in the Flash IDE, neither does setting selectable = false;
At 12/9/10 06:01 AM, cdjproductions wrote: Pretty cool. Maybe add a little detail on the obstacles when you're finishing. The looping background is a bit glitchy, decreasing the embedding width may fix it. Maybe add a secondary background to add more depth. Also when you jump into the side of the wall, you end up back on top. Maybe change this so you can grab the ledge and pull yourself up and accelerate from zero again?
Thanks for the feedback.
I am aware of the glitchy background it consists of 3 sprites that loops endlessly, got some ideas on what might be causing the glitch but i overlooked it since i wanted to focus more on the other parts of the game this early in development.
A secondary backgrounds is going to be added later on, thanks for the tip.
Jumping into walls will be fixed, i have considered being able to pull yourself up if you hit the wall close to the roof and falling down if you hit the wall further down.
At the moment I'm a bit busy setting up my brand new MBP i received in the morning :)
At 12/8/10 07:37 PM, Sam wrote: Depending on how long space is held down for, determines the height of the jump.
Working on that one, just came to think of what might be the reason: initial velocity in the y plane might be set multiple times when space is held thus resetting the impact of gravity each time.
At 12/8/10 07:38 PM, Kibester wrote: Very Nice! But Somethings to add.
A score system: Like every seconde +10 Score or something.
More Obsticals: Other than just jumping from part to part maybe add sliding or such
NINJAS!!!(jk)
Game is nice and smooth, animation is great. Reminds me of "Mirrors Edge"
Some sort of score is going to be implemented, thinking about making it based on the distance traveled with penalties/bonuses for hitting certain objects.
Sliding such as sliding under something, or sliding as sliding enemies?
Sliding under objects actually sounds quite interesting, although it will be a bit harder to implement if i stick to the one button only theme.
http://www.newgrounds.com/dump/item/9340 bea2b5397db632b07ff01db24bce
This is my first Game which I've coded without following any tutorials at all.
I got a bit inspired by the gameplay of canabalt and the visuals of mirrors edge.
As for now it is really difficult to die and the game lacks some elements, such as music, random obstacles to slow you down and a possibility to smack into walls.
I would like some feedback and some ideas on things to put into the game to make it more fun to play.
God damn, using the bone tool is really messy, anyone have some tips on how to use it?
At 12/4/10 09:16 PM, CloudEater wrote: The run is looking good but the arms in the jump are really choppy. The upper body is still too small/ the legs are too big, it would look better and more natural if you corrected this.
Thanks for the feedback, will try to do something about the arms, it get so messy when all the objects are on sort of ontop of eachother. Have you had any experience using the built in inverse kinematics in cs5?
I was thinking about linking together the bodyparts with inverse kinematics, to further simplify the animation process, but i have pretty much zero experience on that department.
About the legs, are they to tall or to wide in your opinion?
The pants are supposed to be sort of baggy although the calves are a bit to long. Compared them to my initial drawing and for some reason they have gotten a bit longer in the later drawings.
At 12/4/10 08:37 PM, Otto wrote: Definitely keep no outline, on something that small it will look nasty. It's nice and clean without at that size.
Yeah, seems as if pen outlines doesn't really scale properly, but i removed it in the latest version.
Updated with jump animation.
http://www.newgrounds.com/dump/item/05e9 dc06fc1ab3604002119287651468
At 12/4/10 07:37 PM, CloudEater wrote: Get rid of the outline on the face and make the upper body larger and it'll be all good. The way the head moves isn't too noticeable in the small one but it would be better if you smoothened it's movement. If there's no time limit i'd fix it up.
Thanks for the input, i got rid of the outline on the face, since it looked really strange with the rest of the body having no outlines. Although i am considering outlining the entire body, but im thinking it might just look strange when scaled.
Tried to smooth out the head a bit as well.
Will post an update as soon as i've animated the next part:Jumping.
http://www.newgrounds.com/dump/item/f8bc 7d073dc86ef7c857a35a10c6c9b1
Small one = about the actual size i will use in the game
Big one = Easier to animate due to flash limitation of 2000% zoom
The head looks a bit jerky in the bigger animation, but im not sure if i should put more time into animating the run cycle since it does in my opinion not look as jerky in the smaller one.
Any feedback on the animation/ character design is velcome.
At 12/4/10 07:06 AM, CloudEater wrote: This is pretty good, the waist should not remain at same point during the cycle but should be moving up and down in cycle with the rest of it.
Yeah, sort of a second draft of the run animation for a game i am making, at least it looks better than stick the initial stick figure.
The waist was something i thought about changing, but we will see about that since the runner will be scaled down to about the same height of the shoe in the current animation.
http://www.newgrounds.com/dump/item/0d81 4959b8b30e5daeb6031d5ef69027
Well, a run cycle sort of the same thing.