Finally!...an update! I have the Dwarf steam tank up. I feel really happy about how it came out, since this also marks my first venture into Ddo, a texturing program of sorts. My next project will be a bit more aggressive though I wont share any details aside from that for now. Till next time.
Its been awhile since I last updated but awesome things are coming soon. I plan to expand the website but updating some videos and setting up a new tutorial section. I'm also going to prop up some private projects i have been working on so I swear the mothballs will be put away. Ill also be opening up the comments section soon.
Up to this point I've been pretty much busy with a library of animations. Ranging from the death and jump anims of the hippie to the new squirrel enemy I'm going to show off on my site soon, I've even done animations for environment stuff which I think have come out rather nicely but that will be up to the viewer to determine their quality. I've also uploaded and restructured the anatomy of my website so that the new videos and animations will be the first thing anyone who visits my website sees.
This week has pretty much been a mad sprint to re-create the walking animations for the hero sprite. Using a stronger method by using the ruller and guides to build the anims led ot a much nicer and more fluid anim. I'm also working on the first foe the player will encounter, a naked hippie....yes....its one of those games. Anyway, I managed to finish his idle and in the image above you can see what is the start for this character's walk/run anim. My main goal from here on is to finish what i have so far and move on enviromental animations and so on.
This week had a few breakthroughs for me in terms of C2 and Maya based skinning and rigging for UDK.
For a long time, I have been researching, testing and even asking around the net about how to do certain things in Maya to make a skeletal rig export fully to UDK. That is a rig containing bone date, constraint data, animation data, and texture detail data. However for the longest time, not many resources had what i was looking for until I managed to reverse engineer the Batman from Arkham Asylum (shout out's to Brian). By doing so, I managed to now fully understand the development pipeline for exporting a skeletal mesh from MAYA to UDK.
As far as C2 is involved, I managed to finaly work with else statements and the concept of Functions to create a simple enemy controller. Although it does not move, all the other events concievable such as damaging the player, pushing the player back, and its own destruction
So simply put, my first steps into Construct 2, " a leading free HTML5 game engine" as it says on its web page was a rather pleasant experience. Initially I just followed a tutorial on building a platformed style video game and after a few minutes I found my self rather engrossed with the entire methodology behind how Construct 2 works and handles certain things. The intuitive nature behind creating a player controlled assets felt rather streamlined and easy since the steps could be counted easily on one hand. Add some finessing with animated sprites, a few more assets for obstacles and the like and I had a fledgeling game in no time.
If i had to shower some lime light on any one key feature, it would be my experience with I came to know as the event sheet. Every part of Construct 2 it would seem is run by events that tie into actions. These Events and Actions drive the majority of the game you are planning on creating. A simple example is lets say you wish an animation to play when a certain key is struck, such as the left or right arrow keys. The action of pressing the key is what is considered as the "event" and so you define the "action" that will be taken, the desired animation played as a response to the pressing of the key. Although the concept of Events and Actions is easy to understand, the action implementation of it can quickly become rather complex rather quickly. This requires a mentality that can think on a per action/reaction style, which I guess for some would be quite tiresome. However, mechanically speaking Construct for me is a rather impressive little engine; I'm looking forward to delving deeper into the program.