Jump to content

ffman22

Members
  • Posts

    109
  • Joined

  • Last visited

  • Days Won

    1

Posts posted by ffman22

  1. some new Screenshots of the new update of the game.

    • save room

    1965561_509693045806601_167919560_o.jpg
    https://scontent-b-mia.xx.fbcdn.net/hphotos-prn2/t31.0-8/1965561_509693045806601_167919560_o.jpg
    • random room

    1909237_509693015806604_759661863_o.jpg

    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

    10005916_509693072473265_1132961722_o.jpg

    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

    hydra_complete.jpg

    coming soon new playable update :)

  2. 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.

    http://levelplusgames.com/

    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:

    3065.jpg

    3063.jpg

    all character animation, and ship animation made in Spriter Pro.

    and character customization with spriter plugin in Construct2

  3. 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

    https://youtu.be/mh-ZjPC9_P8

    1/10/2017
    Mini map system and inventory system WIP

    Mini map system
    20615997_1468702083217687_65071889740537
    22096153_1468702086551020_75901142978748

    video here:
    mini map video



    inventory system:
    22096068_1468702136551015_41324679907962

    video here:
    inventory video

    I 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/yW0rQbm1eJU

    we 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.
    72cc39_5fd216ebe97f4d449f9618be950868bb~

    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.

    72cc39_ba43b73c67464ec49350a6b3c2a77276~

    here is some captures of the other parts of the map.
    72cc39_ea892c487e1744288c46471f0e66ec55~

    72cc39_094edada09a34d52ae15af41863771cc~


     

     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/carlofps

    metroidvania, 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

     

     

    main_route_inferno_phase1.jpg

     

     

     

     

    --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

    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

     

    demon_golem_spriter.jpg

     

     

     

    more info: visit http://dragoncprojectdevdiary.blogspot.com/

     

    new facebook page of the game.
    https://www.facebook.com/judgementproject

     

    dev log  2  new version:  demon golem  animation progress

     

    http://youtu.be/Gbgjjc8eO1c

     

    more info:

    http://judgementprojectdevdiary.blogspot.com/2014/11/blog-post.html

     

    dev log  3  new version:  demon golem  animation progress part2

     

    http://youtu.be/DTlOq48wiqE

     

    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 part2
     
    here is the angel guardian animation time lapse second part, that I have worked in spriter.
     
    background sound
    Drop zone II Dark Shadow 
    by Mikomusic
     
     
     
     
    about  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 art
     
    in 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
    578483_296209633821611_1540688655_n.jpg
    404711_295915253851049_387908802_n.jpg

    mor info in https://www.facebook.com/portafolioDigi ... ts&fref=ts

    first test in spriter:
    char.jpg

    char.jpg



    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_concept_goddes.jpg

    first test of level up effect.
    http://4.bp.blogspot.com/-_GgXBtamTG8/U4f8BI4vmoI/AAAAAAAABng/uXeXuM8tP5c/s1600/level_up_effect.gif
    level_up_effect.gif

    Dev Log 13 zone intro. (black fade out).

    new black fade out intro for the zones.
    zone_intro_test1.gif
    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.

    main_char_animations.gif

    Dev Log 18
    new version of the main character, with more resolution
    version2_2.jpg

    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/

  4. Im trying to make this with construct 2 but is difficult with the plugin that i have

    I didn't know normal maps required alphas

    Sorry 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:

    q0tr.gif

    Looks much better than mine. :D

    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.
    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.

    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.

    not sure how to implement this in a construct 2 platformer environment, any tips would be greatly appreciated
    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.

    Edit: Using proper normal maps can lead to very very nice visual effects:

    - Trixt0r

×
×
  • Create New...