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DigitalSoapbox

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Everything posted by DigitalSoapbox

  1. Getting an end of file error on the .zip...
  2. Ah, I see. Haven't started a new project in awhile I guess :). Performance is still a bit spotty in terms of FPS during playback on an EVGA Superclocked GTX 770, but a little bit better than it was previously.
  3. Very cool update! There seems to be an issue with the "Window" menu, though - clicking on it doesn't bring up any menu and no panels are visible when launching the program. This is on Windows7 x64.
  4. Very cool. Can I suggest increasing the movement on the torso for a more dramatic walk cycle? It's a little subtle right now and with the character designs you're showing I'd think it would be more eye-catching and have a bit more personality.
  5. Sombrero is a local multiplayer platformer I've been working on for the past few months in Construct 2. I showed it for the first time a few weeks ago at the NYC Games Forum playtesting session and have been implementing feedback since then, including some tweaks to the base player animations to make their actions more obvious at the smaller sizes they can end up as on screen (the camera zooms in and out). You can read a bit more about Sombrero here, check out some screenshots and around 9 min of gameplay from the playtesting session: Sombrero I've been creating all of the animations in Spriter, and just finished up the revisions for Alpha 2. Spriter has been a huge timesaver and I'm looking forward to using the character map features to swap in different base character designs. Here's a short video of the revised animations: I've started a dev thread on the Scirra site, the link to which is in my signature, but I'll be posting more animation-related stuff in this thread as I make revisions/improve things/implement new Spriter-related features into Sombrero. Comments/feedback welcome!
  6. I second all of these, with the addition of: 1. Marquee select root keyframes w/o having to expand the timeline to get to subkeys. This has been a big time-killer in my Spriter workflow. 2. Spriter sets all keyframes for all objects/bones whenever I add a new keyframe to the end of the timeline, so I end up going back and deleting a lot of superfluous keyframes that clog up the animation otherwise. It's especially egregious when I need to delete all keyframes save for the single object that needs the keyframe. Blocking the initial animations can be especially tedious because of this. 3.Whenever I delete a keyframe, the expanded timeline view scrolls back to the top. This can be...frustrating. Note that all comments apply to both Windows & OSX versions.
  7. Sounds great! It's nice to see a more traditional dopesheet-style view for keyframes. I wonder what the chances of getting a more standard curve editor would be? Something along the lines of: It can be a bit difficult with the current method to really visualize how the curves set up on each keyframe blend with each other.
  8. I'm wondering about C2 updates as well - the different easing types don't seem to be working and I'm in desperate need of the character map switching.
  9. Any word on when we may see that update that was mentioned we'd have before the end of 2013?
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