Wednesday, July 31, 2013
Fixed that auto catch problem thanks to some help on the forums. Try out the current build. If I can make a suggestion, pick up the guy in the green shirt, fly as high as you can and drop him. Try and swoop down and catch him before he hits the ground. Its pretty satisfying.
Monday, July 29, 2013
The Following Is A Duplicate Of My Forum Post: Original Link
This has me confused. I currently have the game set up where the player can pick up civilians (the man in the green shirt) by pressing the "S" button. If you press "S" again, you drop them. Seems pretty simple.
Everything is working great except for situations where the player is flying fast and on the "S" button being pressed, the civilian just plays their falling animation and continues to stick to the Player.
I've recently changed a little of the game by making it possible to also catch an NPC that is falling through the air by only flying into them and not needing to press S. To stop from automatically catching the civilian when ever the player is in the air and drops them, I have set up a FallCounter that is triggered every time the civilian falls. A civilian must be falling for at least 2 seconds before "automatically catch on collision" can be triggered again.
Not sure if that explains it properly. To see what I'm talking about (the picture above), press S to pick up the man in the Green Shirt, then press the "F" key to fly. If you hold in the "A" button you'll fly faster. If you hit "S" while flying faster, the Civilian won't drop. He'll only play his falling animation.
Friday, July 26, 2013
... and new problems crop up.
First the good news, I've got it working in Construct 2 where you immediately catch an NPC on collission as long as you are flying and they are falling. It works surprisingly well. I'm looking forward to creating situations where you have to snatch someone out of the sky before they plummet to their death. Mmmwaahaaahaaaaaa.
Now the bad. For some reason, if I'm flying fast (holding down A) while holding an NPC, pressing "S" makes the NPC enter their falling animation but they still stick to the player. If I press it again they will fall, but never if I'm holding A down. Not sure what is causing that. Have a feeling I might have to go to the forums for help.
Thursday, July 25, 2013
Once again, crazy week in Casa De Hale. I was just able to get my Tuesday post over at the RBMC blog done just under the wire. In order to have something to post, I decided to color up my Heat Miser sketch. Also, I've included a drawing of John Cazale from Dog Day Afternoon. Not sure why I was in such a fan art kind of mood.
|John Cazale "Dog Day Afternoon"|
Friday, July 19, 2013
"Flying Catches" isn't as cool sounding as I like. Maybe "Flying Saves" is better. Anyways...at the moment, picking up characters and catching them is controlled by pressing "S" on the keyboard. Normally that's fine, but it gets tricky when an NPC is falling and you want to catch them. Hitting the key at the right moment is a pain. I'm trying some things now to allow the player to only have to collide with the falling NPC while they are flying to make the save. I'm almost where I need it. Hopefully I'll have it working soon.
Thursday, July 18, 2013
No huge updates, but I thought that I would put up a few sketches that i created on my lunch break. Top is an Alien character that might make it into the game. The bottom 2 are Heat Miser and a Jurassic Baker (per a random dice roll in "Brainstormer").
Monday, July 15, 2013
Look Ma! The local art group that I co-founded, The Rust Belt Monster Collective, has an article is today's Plain Dealer. Its been such an honor to work with these guys (and girl) and I'm so proud of what we've accomplished in under 2 years. There are plenty of changes on the horizon, but I'm sure we will only continue to get better.
If you live in the Cleveland area, pick one up!
Friday, July 12, 2013
So I've been thinking about how critical events will be triggered in the game. I like the idea of there being a free mode where you can fly around and stop crime/rescue people as it randomly happens. But what if a person doesn't want to wait for the crime to happen? The idea is to fly high up in the and listen for crime. It would serve as a way of triggering the next randomly assigned event. At least that's the idea.
Just a thought for now. More later.
|Debug code showing the angle of movement. I will use this to trigger the animation loops.|
So I've been thinking about revamping the animation system when the player is flying. I know, it feels like I jump around a lot. Maybe its because I get bored working on one thing too long. Anyways, back to movement angles. At the moment, each animation loop is triggered when a combination of the arrows keys is held down. Its really sloppy.
I've decided to clean it up by finding the character's movement angle and assign the animation accordingly. For example, if the movement angle is withing 15 degrees of 45 degrees, play the down right animation. I really need to get in there any redraw poses and add some inbetweens in there. I'd like to have a smooth transition between each pose.
After that, I'll probably go back to civilians.
Wednesday, July 10, 2013
Just some quick superhero sketches on my lunch break. While I still struggle with the proportions of the character, I feel that the bottom drawing accurately depicts the style I've always wanted. I really need to sit down and make a decent model sheet for him. Problem is: Model Sheets suck. I really don't know of any artists that particularly enjoy them. Which is probably why I still haven't finished the flight animations.
My goal has always been to have a completely 360 degree turning character when in flight. I need to have a drawing every 15 or 30 degrees for it to look good, but I just don't have the current will to try and get those drawings down again. It would be the same as the model sheet. Each drawing would be made on top of the previous to maintain scale. But rather than rotating half way around in the same pose, I'm going to be transitioning into the most interesting poses I can muster. Its a pretty big challenge.
I might do a test with Construct 2 and acquiring the movement angle first. That way I at least know it works.
Monday, July 8, 2013
|A Frame From the "Injured" animation loop.|
Oh happy day! Yesterday, I was having trouble correctly triggering the "falling" animation. With the help of Ramones on the Construct 2 forums, everything now works correctly. I have to admit, I'm not totally clear on how he did it. He was somehow able to move some things around in the UID section. It works perfectly now, but I really need to study it to figure out what he did.
My next step is to fix when the NPC's land on the ground. Right now my falling animation starts with the character from a standing position and then ends with his legs and arms flailing. It just doesn't look right when dropped from the player. I'm going to attempt having the NPC's start at the transition animation and then go into the flailing animation. With some luck, I should be able to have the NPC start at the flailing animation when he's is dropped.
I'm probably going to have to make a standing animation to work this out. That kind of bums me out. It could be tricky.
Sunday, July 7, 2013
Well, I finally got the animation working for when the player is holding his first NPC. The problem I'm having now is with triggering the falling animation. It really only seems to work half of the time. And the other half, well its either goes into the walk animation or just stays on the "carried" animation. Both are very annoying. I've had a little help on the forums already. I might take another swing at it tomorrow. Luckily, Construct 2 makes iterating on ideas pretty easy.
Thursday, July 4, 2013
|Line weight at 1 and 1.5 respectively.|
First off, I made the mistake of saving over my original walk template. So rather than spend the morning building up my "carried" animation, I spent it reconstructing the work I already did.
After that was done, I was able to start walking on the standing, 3/4 view of my template civilian. Not as easy as I wanted it to be. Its a little wonky looking, but turned out ok when I shrunk it down. I ended up having to play around with the line weights to get a the proper look. I found that drawing with the pencil at 1.5 line weight gave me the best definition.
I'm hoping to get my first carrying animation into the game in the morning. Fingers crossed.
Monday, July 1, 2013
Time to start moving forward and I think the next step is the "Lift and Carry". At the moment, I have my test animation just defaulting to the player's torso and the civilian in the "held" position. I need a little more transition than that. So my thought is to have 2 frames of animation leading into the held position. The idea is to take a 3 quarter view of the character, build it in parts in Flash, and then animate it. If I get that working, I should be able to do it for all of the Civilian characters. Well, at least that's the dream.