-
Posts
109 -
Joined
-
Last visited
-
Days Won
1
Content Type
Forums
Store
Gallery
Downloads
Posts posted by ffman22
-
-
here is my animation reel,
all 3D animations were created with 3d Max and all 2D animations were created with spriter.
]
-
new game screen capture.
https://dl.dropboxusercontent.com/u/13512632/Level%20Plus%20Game%20Stuido/capturas_0003_Capa-1.png
https://dl.dropboxusercontent.com/u/13512632/Level%20Plus%20Game%20Stuido/capturas_0002_Capa-2.png
https://dl.dropboxusercontent.com/u/13512632/Level%20Plus%20Game%20Stuido/capturas_0001_Capa-3.png
https://dl.dropboxusercontent.com/u/13512632/Level%20Plus%20Game%20Stuido/capturas_0000_Capa-4.png
-
here a little sprite of the hydra boss battle.
https://dl.dropboxusercontent.com/u/13512632/Level%20Plus%20Game%20Stuido/hydra_boss_test.gif
testing events and combat variables.
comment and suggest please
the hydra boss create with spriter by brashmonkey.
-
video gameplay of the game Cyber Dash Punk
video gameplay
comment and rate the video
in the video you can find:
intro
tutorial
boss battle
scoreboard
achievments
player customization.
-
some new Screenshots of the new update of the game.
- save room
https://scontent-b-mia.xx.fbcdn.net/hphotos-prn2/t31.0-8/1965561_509693045806601_167919560_o.jpg- random room
https://fbcdn-sphotos-d-a.akamaihd.net/hphotos-ak-prn2/t31/1909237_509693015806604_759661863_o.jpg
- mini boss battle room
in this room you get the slide power and dodge power
https://scontent-b-mia.xx.fbcdn.net/hphotos-prn2/t31.0-8/10005916_509693072473265_1132961722_o.jpg
all animations create with spriter.
working in the first boss
Hydra
coming soon new playable update :)
-
nice stuff, and the digimon game is really good
http://www.brashmonkey.com/forum/viewtopic.php?f=13&t=15482&p=23360#p23360
this is the game that I am working now.
-
http://itch.io/jam/cyberpunk-jam
if you like my game Cyber Dash Punk please vote and comment it
for the cyberpunk-jam
-
This is our game for cyberpunk-jam
this game is in alpha version
still isnt complete
by Level Plus Game Studio S.A.S
get high scores, destroy the enemy boss, unlocks new achievments and new sets for player customization.
short description:
cyber punk style
endless runner
boss battle with 3 difficults.
score board
achievments.
player customization.
"A" to chage the shield color
this is a endless runner game, you need to avoid in coming lasers changing your shield color, and evade the obstacles with slide skill,
and in specific moments, the enemy ship will come to attack you,
the mechanic of the battle is:
use the different shield color than the enemy ship to do damage, and de same color to avoid the damage.
team
Carlo Andrei Mercado.
Coding, sprite designs, backgrounds, effects.
Mario Andres Bravo.
UI Desing.
game link in the cyberpunk-jam page
http://itch.io/jam/cyberpunk-jam/rate/3696
link
https://clay.io/game/cyberdashpunk
tutorial
space bar to next dialoge and shoot againts the ship, ingame mode.
left click to jump
on midle of air left click to double jump
"S" to slide and evade obstacles
Bug patch:
the game stuck in the same speed and same distance after the second boss battle.(corrected)
loading text show the percent x2 (corrected)
patch 2:
all character animation, and ship animation made in Spriter Pro.
and character customization with spriter plugin in Construct2
-
directional key: move
A: attack
S and D:cast spells
space bar: pause and char menu
M: mini map
add shadow fireball spell
and explotions effects.
correct some bugs.
dragon_project ver 1.0.5.1
ver 1.0.2 delete
-
instructions:
- directional key: move
A: attack
D and F:cast spells
P: pause and char menu
M: mini map
adding:
minimap
dragon spells.
energy bar.
spells menu
dragon_project ver 1.0.4
- directional key: move
-
first test version of dragon-project was delete.
new version of dragon project ver:1.0.3
new features:
experience system.
stats system.
damage system.
enemy hp.
new mob, blue flame.
improve attack animations.
-
new version, with:
- +attack animations.
- +door system.
- +enemy test
directional key to move.
A to attack.
sorry for the green collision box xD
-
new version, with:
- +attack animations.
- +door system.
- +enemy test
directional key to move.
A to attack.
-
soo the project, will start again, we create a new story and a new monsters and enemies.
Judgement project, is a metroidvania game, with combat system like the dark souls series.
you control a character who try to protect the humanity against the control of the powers of the dark and holy forces.
Generic details about the game:
1- 2d platformer.
2- pixelart.
3- combat like dark souls and salt and sanctuary.
4- multiple maps versions.
5- rpg elements.
6- metroidvania.6/10/2017
exploration video, inferno version of the map, with the new updates
1/10/2017
Mini map system and inventory system WIPMini map system
video here:
mini map video
inventory system:video here:
inventory videoI use the spriter plugin for change the equipment appearance in the character
thank you to pixel Rebirth for his excellent plugin
check the plugin video here:
https://youtu.be/yW0rQbm1eJUwe still working in the inventory UI and the mini map UI.
28/09/2017
judgement project demo equipment visuals update
Now we are working in the equipment and the visuals changes on the main character when he use a new armor.
https://youtu.be/2bLB_0UHSCM
new update exploration example
here is a exploration example of judgement project, soon we will show you a more extensive exploration gameplay
https://youtu.be/UZEuFxkvJ8s
20/09/2016
Shout-Out on 20 Sep Judgement Project Map update.
check more here:
http://f-fman.wixsite.com/judgementproject/single-post/2016/09/20/Shout-Out-on-20-Sep-Judgement-Project-Map-update
the Next Demo map is almost complete, you could explore the two first zones of the game.
here are some capture of the devoleper version of some of the most important rooms of the demo.this is the save room, you can save your progress here, level up your atributes (str,agi,con,int,luck).
and.this is the portal room, you need to find this rooms to travel to the other version of the map, remember, the portal rooms only works in one direction.
here is some captures of the other parts of the map.
all this captures you can find in our interview with the editor of retrogamesmaster Peter Ward.
here in this link.
http://www.retrogamesmaster.co.uk/judgement-project/remember follow us in our social networks.
http://judgementprojectdevdiary.blogspot.com.co/
https://www.facebook.com/judgementproject/
http://gamejolt.com/games/judgement-project-metroidvania-game/63374
https://www.youtube.com/channel/UCEMKMHNvTAQks5d6e6_qGzg
https://twitter.com/ffman22
https://www.twitch.tv/carlofpsmetroidvania, castlevania, metroid, 2D, pixelart, retro, hardcore, classic, judgement, indie, dark souls, 2D souls, souls like, fantasy, medieval, rpg, action, construct2, spriter, brashmonkey, phantasy, scirra, animation, gamedev, indie game,Pixel Art (Art Period/Movement),Video Game (Industry), Video Game Development (Industry), pixel art, retro game,gameplay, judgement project,
#gamedev #gamedeveloper #gamedesign #pixelart #2d #retrogaming #metroidvania #indiedev #streaming #youtuber
19/09/2016
Shout-Out on 18 Sep judgement project interview by retrogamesmaster.
I share with you the interview that retrogamesmaster editor Peter Ward made to us
in the last part of the interview you can find exclusive captures of the new rooms of our incoming demo.
retrogamesmaster is a Website dedicated to retro games. Many interviews with people from Sensible Software, Ocean, Team 17 & the Oliver Twins to name a few. Also Indie gaming and Retro book promotion.
http://www.retrogamesmaster.co.uk/judgement-project/
if you want to help retrogamesmaster Website make small donation to help with site its not compulsory but would be nice to paypal email olapete2008@hotmail.com.
12/09/2016
Judgement project new official web page.
http://f-fman.wixsite.com/judgementproject
check it our new page of judgement project.
this is our new official web page of the project, with updates, videos, social networks, demos and more.
12/09/2016
main route first part inferno ver_1
we are working in the main route of the first part of the inferno version of the map.
needs some adjust but most of the route is ready--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
this is the first 1: and the first update of the new concept of the game.
dev diary new concept 1:
first test boss:
demon golem
more info: visit http://dragoncprojectdevdiary.blogspot.com/
new facebook page of the game.
https://www.facebook.com/judgementprojectdev log 2 new version: demon golem animation progress
more info:
http://judgementprojectdevdiary.blogspot.com/2014/11/blog-post.html
dev log 3 new version: demon golem animation progress part2
more info:
http://judgementproj...og-post_18.html
dev diary 5 first boss holy version concept and animation working in progress.angel guardian animation time lapse progress part 1 in spriter.first boss angel guardian the heaven´s protrector , animation progress time lapse part 1 in spriter for the game judgement project before called dragon curse project:if you like it follow us in youtube and like our facebook page.more info:dev diary 9 first boss holy version animation time lapse part2here is the angel guardian animation time lapse second part, that I have worked in spriter.background soundDrop zone II Dark Shadowby Mikomusicabout spriter.Spriter enables the “modular†method of animating. Each frame is constructed from many small, re-useable images (such as body parts). Each of these images can be stretched, scaled rotated, swapped out and changed in opacity to drastically increase the “mileage†an artist can get from each piece of artin game engines like construct 2, you can get a great optimization by using spriter format for the animations, because it use only the bones data of the animations and the sprites of the differents parts of the character.in this case for example the spriter file size is 407kb and all images size are 21kb total of 428kb compare this with a sprite sheet image of 30 frames for only 2 o 3 animationes with a size of 815kb.other think that help the optimization with spriter is that you need only need load 1 time all the image, in game, because that animations isnt in frames, the animation is in bones data, this help to the cache data of the game.follow us, and learn more information about the game and the tool that we use for the development of the game.remember follow the project:-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
OLD IDEA UPDATES
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
here is a first concept arts and char desing idea
char desing
mor info in https://www.facebook.com/portafolioDigi ... ts&fref=ts
first test in spriter:
final pixel art style, with some test of moves, camera and scenario.
https://dl.dropboxusercontent.com/u/13512632/Level%20Plus%20Game%20Stuido/dragon_project_test1/index.html
animations on spriter.
new updates
Dev Log 12
Here is a first concept art of the goddes
http://4.bp.blogspot.com/--3wnh-iEGec/U4f71o47dTI/AAAAAAAABnc/VHP3olizbeI/s1600/first_concept_goddes.jpg
first test of level up effect.
http://4.bp.blogspot.com/-_GgXBtamTG8/U4f8BI4vmoI/AAAAAAAABng/uXeXuM8tP5c/s1600/level_up_effect.gif
Dev Log 13 zone intro. (black fade out).
new black fade out intro for the zones.
http://1.bp.blogspot.com/-zEZKYVpuATA/U5AJ3llWB3I/AAAAAAAABn4/3BTtHgZ-yDQ/s1600/zone_intro_test1.gif
Dev Log 16
new stamina system test, Dark souls style.
https://images-blogger-opensocial.googleusercontent.com/gadgets/proxy?url=http%3A%2F%2F1.bp.blogspot.com%2F-UuLqqEtuyaY%2FU8CsYd0bbWI%2FAAAAAAAABqQ%2FSsA0kUtkppM%2Fs1600%2Fstamina_system.gif&container=blogger&gadget=a&rewriteMime=image%2F*
https://images-blogger-opensocial.googleusercontent.com/gadgets/proxy?url=http%3A%2F%2F1.bp.blogspot.com%2F-UuLqqEtuyaY%2FU8CsYd0bbWI%2FAAAAAAAABqQ%2FSsA0kUtkppM%2Fs1600%2Fstamina_system.gif&container=blogger&gadget=a&rewriteMime=image%2F*
faster link:
http://www.gfycat.com/GloomyLeafyBluebottle
Dev Log 17
main char animations updates.
Dev Log 18
new version of the main character, with more resolution
2 new animations with the new version of the main character.
http://1.bp.blogspot.com/-ouopq-h7F54/U8zIOMGj45I/AAAAAAAABq4/HQY7k55S7PM/s1600/main_char_ver2_animations_update.gif
http://1.bp.blogspot.com/-ouopq-h7F54/U8zIOMGj45I/AAAAAAAABq4/HQY7k55S7PM/s1600/main_char_ver2_animations_update.gif
Dev Log 19
.
animations updates:
spell cast animation:
http://4.bp.blogspot.com/-qWU0SEuCQis/U9yRKHfJIuI/AAAAAAAABso/25Q2hZLP0B4/s1600/spell_cast.gif
http://4.bp.blogspot.com/-qWU0SEuCQis/U9yRKHfJIuI/AAAAAAAABso/25Q2hZLP0B4/s1600/spell_cast.gif
walk cycle update:
http://3.bp.blogspot.com/-GpT4Ep5C5FY/U9yRqu71UNI/AAAAAAAABsw/XJR0HSaJ1Ps/s1600/walk.gif
http://3.bp.blogspot.com/-GpT4Ep5C5FY/U9yRqu71UNI/AAAAAAAABsw/XJR0HSaJ1Ps/s1600/walk.gif
Dev Log 20
.
animations updates ver 2:
spell cast animation:
http://1.bp.blogspot.com/-xVU6Z_t8NO0/U918GAixwfI/AAAAAAAABtM/FAoogaT6o8I/s1600/spell_cast.gif.gif
http://1.bp.blogspot.com/-xVU6Z_t8NO0/U918GAixwfI/AAAAAAAABtM/FAoogaT6o8I/s1600/spell_cast.gif.gif
walk cycle update:
http://1.bp.blogspot.com/-ybcCLlg5We4/U918GdoSWDI/AAAAAAAABtE/maDZ1TUNf0M/s1600/walk_v2.gif.gif
http://1.bp.blogspot.com/-ybcCLlg5We4/U918GdoSWDI/AAAAAAAABtE/maDZ1TUNf0M/s1600/walk_v2.gif.gif
Dragon arm spell:
http://1.bp.blogspot.com/-CpXeeU0mNks/U918GUMVqVI/AAAAAAAABtU/ZYPATZvY7is/s1600/dragon_arm.gif.gif
http://1.bp.blogspot.com/-CpXeeU0mNks/U918GUMVqVI/AAAAAAAABtU/ZYPATZvY7is/s1600/dragon_arm.gif.gif
Dev Log 23
main character animations update:
http://4.bp.blogspot.com/-LEXBrFbxyV8/VE6Hi-JmTJI/AAAAAAAACBY/vJMnBXYxs84/s1600/attack1.gif
http://4.bp.blogspot.com/-LEXBrFbxyV8/VE6Hi-JmTJI/AAAAAAAACBY/vJMnBXYxs84/s1600/attack1.gif
http://4.bp.blogspot.com/-6VoJriNtO44/VE6Ht17IKQI/AAAAAAAACBg/UOPnOK8BXjc/s1600/attack2.gif
http://4.bp.blogspot.com/-6VoJriNtO44/VE6Ht17IKQI/AAAAAAAACBg/UOPnOK8BXjc/s1600/attack2.gif
http://2.bp.blogspot.com/-V08XmYnTpes/VE6H8lqnpyI/AAAAAAAACBw/ltTnHF4OZ9A/s1600/dragon_arm_update.gif
http://2.bp.blogspot.com/-V08XmYnTpes/VE6H8lqnpyI/AAAAAAAACBw/ltTnHF4OZ9A/s1600/dragon_arm_update.gif
http://3.bp.blogspot.com/-Js-xLWCH-l0/VE6H6mwzxGI/AAAAAAAACBo/AZDalL2Cqrs/s1600/idle_no_weapon.gif
http://3.bp.blogspot.com/-Js-xLWCH-l0/VE6H6mwzxGI/AAAAAAAACBo/AZDalL2Cqrs/s1600/idle_no_weapon.gif
http://4.bp.blogspot.com/-LTPoxgsgK6w/VE6H8xUjjLI/AAAAAAAACB0/weaPZuGSHe0/s1600/idle_weapon.gif
http://4.bp.blogspot.com/-LTPoxgsgK6w/VE6H8xUjjLI/AAAAAAAACB0/weaPZuGSHe0/s1600/idle_weapon.gif
http://1.bp.blogspot.com/-FyVWnSksFyg/VE6H-LMCqDI/AAAAAAAACCA/YPfbFXZ4gmM/s1600/roll.gif
http://1.bp.blogspot.com/-FyVWnSksFyg/VE6H-LMCqDI/AAAAAAAACCA/YPfbFXZ4gmM/s1600/roll.gif
http://1.bp.blogspot.com/-RWUyD-iwX-w/VE6H_m3_v9I/AAAAAAAACCM/rvELw5NzWes/s1600/run_weapon.gif
http://1.bp.blogspot.com/-RWUyD-iwX-w/VE6H_m3_v9I/AAAAAAAACCM/rvELw5NzWes/s1600/run_weapon.gif
http://2.bp.blogspot.com/-YV1oPbbpWyM/VE6H_I7W5cI/AAAAAAAACCI/mCNrmtJWeuo/s1600/spell_cast_update.gif
http://2.bp.blogspot.com/-YV1oPbbpWyM/VE6H_I7W5cI/AAAAAAAACCI/mCNrmtJWeuo/s1600/spell_cast_update.gif
http://2.bp.blogspot.com/-D1oSerjMUWo/VE6H__FojbI/AAAAAAAACCY/IRBaGkzKaSU/s1600/walk_weapon1.gif
http://2.bp.blogspot.com/-D1oSerjMUWo/VE6H__FojbI/AAAAAAAACCY/IRBaGkzKaSU/s1600/walk_weapon1.gif
http://1.bp.blogspot.com/-FfTH38KWd4o/VE6IAlBR7bI/AAAAAAAACCg/aaSIi6w8T3M/s1600/walk_weapon2.gif
http://1.bp.blogspot.com/-FfTH38KWd4o/VE6IAlBR7bI/AAAAAAAACCg/aaSIi6w8T3M/s1600/walk_weapon2.gif
more info:
http://dragoncprojectdevdiary.blogspot.com/2014/10/blog-post_27.html
checking more in:
https://www.scirra.com/forum/metroidvania-platform-rpg-fantasy-game-wip_t94215
visit the new blog.
http://dragoncprojectdevdiary.blogspot.com/ -
first map of the agile, video test. alpha version3. with better graphics and bigger
with guide, subconscious text, automatic pause.
https://dl.dropboxusercontent.com/u/13512632/coop_plataform_survival/intro_agil3.gif
-
here is my game animation demo reel:
the 2D animations at 1:24 are in Spriter. 8-)
here is my portfolio of games and more:
-
here is a first concept arts and char desing idea
main char.
concept
char desing
mor info in https://www.facebook.com/portafolioDigitalFfman22?ref=ts&fref=ts
-
here a 2 new characters desing
only the idle pose.
security guard.
elite guard.
-
first map of the agile, video test. alpha version2. with better graphics and bigger
no instructions only the idea.
https://dl.dropboxusercontent.com/u/13512632/coop_plataform_survival/intro_agil2.gif
-
first map of the agile, video test. alpha version.
no instructions only the idea.
https://dl.dropboxusercontent.com/u/13512632/coop_plataform_survival/intro_agil.gif.gif
-
i shared the spriter web site and this thread in a facebook page of videogame desing
-
this is the agile animation with the final char design
https://dl.dropboxusercontent.com/u/13512632/coop_plataform_survival/agil_run_ver2.gif.gif
agile idle
https://dl.dropboxusercontent.com/u/13512632/coop_plataform_survival/agil_idle.gif
-
Im trying to make this with construct 2 but is difficult with the plugin that i have
I didn't know normal maps required alphasSorry that I did not notice you about that. In general normal maps do not require an alpha channel. But if you make animations with Spriter and sprites which have an alpha channel you do not see (or do not care about) how the rectangle of your sprite overlaps with another sprite which is drawn below. Now if you draw the same normal sprites to your normal buffer in your engine and your alpha channel was not preserved when generating the maps your resulting image on the normal buffer will look different than the color/diffuse buffer because now you have some blue-ish color values (i.e. the z-value of the surface normal) where some transparency should be.
Ok, I made a little rotation test for the head with your normal map, tombmonkey:
Looks much better than mine. :D
I do not get what you mean. Rayman Legends uses standard illumination models with some more advanced techniques (area lighting, etc.). I would not discuss about those things here.I think it should be done differently, similar to rayman legends, so if theres lihgting then it reveals second map and blends between lit and unlit body part.This thread is meant to be a place to discuss about illumination and cut off animations in general. What Ubisoft's engine is doing in Rayman goes beyond this whole stuff.
I started with this little example. If you get how the vector calculations work, you can go further and involve an angle into your shader program and rotate the vectors from the normal map. It is very simple compared to the normal mapping in a "real" 3D space, where you have to calculate tangentspace matrices and stuff.not sure how to implement this in a construct 2 platformer environment, any tips would be greatly appreciatedEdit: Using proper normal maps can lead to very very nice visual effects:
- Trixt0r
-
Metroidvania game pixel art style.
in Your Works
Posted
this is the ice golem the protector of the water element tunic.
on the water temple
ready to animate in Spriter