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Thread: WIP : Platformer Engine (Flashback/PrinceOf Persia Style)

  1. #21
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleSWF Export ModuleInstall Creator Pro
    ptiseigneur's Avatar
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    Thanks everyone..

    high fall with different mechanics.


  2. #22
    Clicker Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Android Export Module (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)Universal Windows Platform Export Module (Steam)
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    Looking really good! Hope you get to finish this game!

    PS: I browsed through your earlier techdemos and the rigging and animation of the prerendered models was really smooth. Did you create those models yourself too?

  3. #23
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    Quote Originally Posted by SirRandom View Post
    Looking really good! Hope you get to finish this game!

    PS: I browsed through your earlier techdemos and the rigging and animation of the prerendered models was really smooth. Did you create those models yourself too?
    Thanks SirRandom,

    Yes,I'm training at the pixel art..

  4. #24
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    Update Engine..

    Hello,

    Small video of The update of the engine.

    Additions and finishes of the mechanics of the walking mode:

    - roulade
    - jump a ledge while being lowered
    - grabs a cornice during a jump in the void
    - shocks against the wall during the roll
    - shocks against the wall during the jump
    - falls during the roll




    coming Soon:
    Walking mode:
    -180 right-left being down
    - Action on an object

    start of run mode ..

  5. #25
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    ptiseigneur's Avatar
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    Add long falls when roll..



    Start weapon + half turn..


  6. #26
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    Hello,

    add mode Run.

    Run cycle complet (start_right_left)
    Run stop (slide)
    Run to walk


    Run to walk :



    Run to stop :


  7. #27
    Clicker Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Android Export Module (Steam)
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    simply: DAT R OWESOME!

  8. #28
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    Thanks alexexhowl,

    Update :

    Add falls during the Run:



    Long fall:



    Stop narrowly :



    View of part of the system for the detection of mechanical.



    Node test for the light system..


  9. #29
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    Add 3 animations: (originaux)

    - 180 non AIM
    - Walk non AIM
    - idle non AIM

    Just a test to add a new movement "Walk AIM".


  10. #30
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    Hello,

    Small additions and modifications ..

    Le fall near wall..



    Test of the reactivity of the camera.



    Start of the runjump (the anime speed is not set)



    Test with a small end of the level with classic camera



    Test with camera-room and light system ..




    Test animation optimization:

    Original in game:



    With one frame less (that of the hand)


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