Wednesday, November 26, 2014

That Hurts

Quickie post time! I'm off to a long holiday weekend so I probably won't be able to get any work in.  So all I can offer is a quick sketch.  I'm playing with the idea of having to recharge or compose yourself after a beating.  This ball point pen sketch is for that.  Who knows. 

Have a great Thanksgiving and I'll be back next week...with considerably tighter pants.

Friday, November 21, 2014

Spriter Objects as NPC's in Construct 2

After some quick help from the creator of Spriter, my Construct 2 Origin point problem was fixed.  Turns out my problem was because Spriter kind of works backwards when it comes to Containers.  My idea was to spawn a box to use as the base.  I would put all of my behaviors and actions on that.  Then, I would add the Spriter object to that container.  You control the box and the Spriter Object reacts.  Well, it wouldn't let me add the Spriter Object to the container.  

So Lucid on the blog explained that the Spriter Object is already a Container.  So you add the box to it.  Once the box is added, you place an event for the Spriter Object to set its position to the box.  After that, just pin it to the box.  

I set up an event where pressing W will spawn one.  I kept shooting them out and my frame rate only went from 60 to 59.  That's pretty impressive.  

Next up: Trying to figure out how to randomize cloths and changing color.  Hopefully I can try that this weekend.


Wednesday, November 19, 2014

Starting to Use Spriter in Construct 2

Since my last post, I've animated my character, I've thrown him in Construct 2, and I'm loving the way it looks.  His naturally pixelated nature isn't hurting it at all.  And, frankly, that was a huge worry of mine.  You can check out a blurry, phone video test below.

So now I'm getting my grubby fingers around Spriter and I'm finally starting to understand it.  Not the animation, but using it with Construct 2.  The documentation is still very early, which I understand, but I just want my answers now.  I'm greedy like that.  One major problem is the origin point on the Spriter object.  Basically, the "Object" is a square and the animation happens on that square.  The problem is that its placing the art in the middle of that square and that square is sitting on the platform.  So I have the animations too high up (see picture above.).


Monday, November 17, 2014

Civilian In Game "Turn Around" Finished

Took a little time on lunch and finished the "turn around" for my practice NPC.  I should be able to start figuring out which piece goes where before bringing it into Spriter.  I'm also thinking that I should draw the pivot points onto the sprites now.  It should make it easier to plot those out in the other program.  Hopefully I can get it in and working in the next couple of days.

Stay tuned for more.


Friday, November 14, 2014

Civilian Reference

I was thinking about the original Superman movie the other day and thought that I might benefit from referencing a few scene's for some civilian poses.  Youtube is really good for that sort of thing.  So I popped on the helicopter scene from Superman 1 for some falling poses and Superman 3 for injured civilian poses.  Hoping this will improve my previous attempts.

Oh, and there's a "Watcher" in there too.

Wednesday, November 12, 2014

Beginning New Civilians/NPC's

Maybe its from my recent work with Spriter or my itching to carry around civilians again, but I'm beginning Civilians 2.0.  Previously, they had a walk animation and a static frame when held.  It was pretty boring.  Now that I'm moving over to skeletal animation, I can start adding little nuances at all time.  While the player is flying, the civilian's legs can be swinging.  I can add a slight bounce to the hair to the civilian while the player is running.  There are a lot of options.

I'll go more in depth with that at a later date.  The good news is that I can add different variations to the animations, randomly select them when a civilian is spawned in game, and get the variety I want in a city full of people.

So at the moment I'm planning out the State Machine for the civilians (different ways they'll react to their surrounding).  I'd like to give them a little bit of personality too.  Maybe different levels of bravery that will make effect their decisions when everything starts happening.
Beginning Rough. Drawn over Player for Size.
 Currently I'm creating my first "base" model for a the male civilian.  I'll break him into pieces, reconstruct him in Spriter and then start playing around.  Fingers crossed.

Wednesday, November 5, 2014

Dust Off Your 3D Glasses!

Click to Enlarge
So I missed my Halloween deadline. Not great, but I'm moving forward.  Animation is done.  I just need to add sound.

Then I remember that After Effects lets you set up Stereoscopic rigs.  Oooh Boy!  So I'm going to be doing a little tweaking, laying in some sound, and adding bumpers.  Seems like a lot of work for a 13 second animation.  Hope to have this done soon.