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Indecom

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Everything posted by Indecom

  1. Hey thanks! :P Big News!! We've released a playable minigame for you guys to stress test the mechanics, called DeathWave Arena! You can download it here:
  2. Hey guys. For the past month and a half, New Horizon Gaming LLC has been hard at work on their first commercial release, Empire Eden, a run and gun action rpg inspired by games like Metal Slug, Contra Hard Corps, Metroid, and Castlevania, which utilizes Spriter for a portion of the animations. This game is the first of it's kind to combine intense and frantic action in a bullet hell style platform shooter, with a deep and engrossing role playing cinematic story. ] Being a new indie dev team, we need your help spreading the word. Support us on kickstarter so that we can keep ourselves fed long enough to finish and release the game! Have any comments? Post it! Suggestions? Post it! We want to make this game as awesome as possible. Here are some more teaser images to whet your appetites: Thank you for reading! Remember to visit our website at EmpireEden.com!
  3. Honestly cannot wait for the update. We've been using Spriter for some of the larger enemies in our game Empire Eden. This has been an amazing asset so far, and I cant wait to start playing with the new build.
  4. @Lucid: Man you're a trooper. I'm not gonna complain about how long this has been in dev. In fact i'm probably going to end up waiting for the stable release before i start doing any real work with the updated version. i Just want to say congrats on gettin some stronger medication, and i hope that you'll be improving on the daily!
  5. Hey guys, our game Empire Eden uses Spriter for some of the boss battles, and larger enemies, and in the future will probably be integrated to allow for various clothing and armor to be equipped to the player. You can find the game at our Kickstarter Page. Here's a few sample images: And yes, that is a temporarily naked tribal fella. As of right now the Spriter implementation is utilizing rasterized pngs, but i'm working on the proper api for it at the moment. That should be finished in a week's time if all goes well.
  6. Hey thanks for the positive reinforcement! I've managed to much of the new file format, enough information to allow for sprite based animations, sans bones (which will be added later). I've got all the sprites in a file to load into gm:S and made them displayable on screen by picking a folderid and fileid to draw on screen. Next step is to draw a complete keyframe, then figure out tweening between keys.
  7. Hey guys, i managed to get GM:S to read almost all the bits of the new file format. Next step is adding tweening animation of sprites, then the bone animations.
  8. Hey guys, i'm not sure how often the OP still works on this, but I've taken it upon myself to update this API to be not only compatible with GM:Studio, but also compatible with the latest build of Spriter. I am Lead Programmer of New Horizon Gaming LLC, and our current project requires this kind of animation for many of the enemies and structures found throughout the game. I've been developing in GM and other languages for many years, and in fact I got GMSpriterApi to work in GM:S in a matter of ten minutes, however the big issue left is that there is no support for bones, or even the new file format. So that's where I come in. Hopefully i can get this working, and i can share the spoils with the community :).
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