Spryke - hardcore new-school platformer

Welcome to our brand new Clickteam Community Hub! We hope you will enjoy using the new features, which we will be further expanding in the coming months.

A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.

Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!

Clickteam.
  • Geez Vol just reading about what you've been upto is exhausting..
    Not sure if this youtube video will be helpful but its a pretty good watch..
    Applying 3D Level Design Skills (Sunset Overdrive) to the 2D World of Hyper Light Drifter: Please login to see this link.

    Also these sonic tutorials by fusion makers Please login to see this link. (translate to english on pc in youtube video settings)

  • Damn vol, you better do a bunch of sequels with all the work you have put into the tools alone haha.

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  • I made a video showing my workflow process while making a platform.

    I basically use 100% non-destructive techniques: vectors, layer styles, smart filters, CC library assets. This is a good fit for my creative method, which typically involves a lot of trial and error and iteration. It also means that everything's very reusable: I can save frequently used shapes as custom shapes, filter settings as actions (macros) , and textures and effects as layer styles.


    The end result in the video probably isn't the best looking platform I've made - I got a bit sloppy with perspective and I probably crammed in a few too many elements for the sake of the video.

    [video=youtube_share;Yqco7XIcEpg]Please login to see this media element.]

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  • Yeah, I used to believe - even back in the CS1 days - that Photoshop couldn't change much because it was such a mature product already, and the core functionality was all already there. But each year they make really great improvements. Almost every part of the workflow you can see in that video is significantly affected by some feature that wasn't around 5 years ago.

    Artboards let me efficiently work on dozens of assets in one PSD. Generator automatically saves PNGs for every asset every time I make a new one or alter an existing one. Layer Styles now let you stack multiple effects (eg. 8 Color overlays and 7 Inner Shadows), and Strokes with less than 100% opacity don't behave stupidly now. The vector tools are 10 times better now: they overhauled them several years ago to be more like Illustrator's, vectors can now be feathered, and last year they brought in a very time-saving tool called the Curved Pen tool, which is all I use now (you can see in the video that there are no Bezier handles when I draw vector shapes - this tool doesn't need them). And CC libraries let me seamlessly update assets across various documents and multiple computers. And that's just the stuff that affects me; there are also loads of improvements on the web design, photography, and 3D-rendering sides of Photoshop that I don't really use.

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  • Cool video :)

    I'm also impressed with the amount of layers you have in fusion.

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  • That was an impressive amount of work for one background object! Do you use it one time only?

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  • I've been doing more work on Spryke's foregrounds. As well as adding more detail and interest, I'm also starting to apply what I've recently been learning about color theory (more on that in a later post)

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