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Intro Animation

veganpete
Registered User
Quote
2020-09-25 12:49:10

Just started the intro animation for my game. It's based on a retro 128k game called "Amaurote".

This is around a third of the entire sequence. The Pilot runs to his vehicle and a drop ship picks him up.

Next scene will be the drop-ship carrying the vehicle to the combat zone.

Then finally the vehicle will be dropped to the ground from the sky into the game-map ready to start.

When I've completed animating the whole sequence with audio, I'll go back and add a few finishing details to it.

Hoping this ccb.exe file will work properly on other computers; if it doesn't work, please let me know and I'll capture it as video instead and upload to youtube.

Thank you!

https://drive.google.com/file/d/...


Robo
Guest
Quote
2020-09-25 14:00:28

Hey, nice job - good to see some care and attention put into CopperCube - looks quite good have to say.

Only thing I would add is some thrust particles coming from below the dropship as it comes down from the sky to pickup the robot - would look more realistic.

Otherwise very nice !


dlx
Registered User
Quote
2020-09-25 16:30:30

very good I liked the movements and sounds


veganpete
Registered User
Quote
2020-09-25 22:02:31

Thanks DLX! :


veganpete
Registered User
Quote
2020-09-25 22:03:25

Thanks Robo, great idea! Will definitely add some thrust particles.


veganpete
Registered User
Quote
2020-10-18 12:19:10

Update:

Here's the final? animation on youtube...
https://www.youtube.com/watch?v=...

Thanks for the feedback. Any more suggestions would be welcome.

*I've also updated my googledrive link (above) for the original coppercube file.

I can go back to finalising the game now.

🔎︎



creaturefreak
Registered User
Quote
2020-10-19 09:34:42

Looks fantastic! sound and animation are great!, would love to see some game play.

best,
CF


veganpete
Registered User
Quote
2020-10-19 12:57:50

Thank you! I'll be uploading some gameplay to this thread soon.


veganpete
Registered User
Quote
2020-11-06 14:37:11

Here's the Level/Mission Selection screen (which will load after the animation) - left click on mouse to select a City...

https://drive.google.com/file/d/...

Uses no coding. Is currently a draft version - I might add a few changes (such as a thumbnail preview and some statistics for the Cities) but fairly happy with it so far. *Music is an old Amiga Demo Tune (Alkatraz Odyssey) - it's included in the free music pack I uploaded.

As usual, any suggestions would be appreciated, this is my first attempt at making a game.

🔎︎



Robo
Guest
Quote
2020-11-09 08:44:24

very impressive - for a first game attempt or any attempt actually its looking sweet... hope to see some more genius work soon..

nice use of overlays and animated meshes..


veganpete
Registered User
Quote
2020-11-09 09:56:11

Hey thanks a million!

Really enjoying making it to be honest - Coppercube is a real gem. I've always wanted to make a game but never been able to get my head around the other Engines.

This forum is a gold mine of inspiration, info and ideas.


veganpete
Registered User
Quote
2020-11-21 14:49:26

Here's a quick demo of the game-play so far. (Not the final game, it's just to work on a few ideas). It's based on an old 128K game called "Amaurote".

https://drive.google.com/file/d/1ROVIPQRcm9vUK3HwGm6QoXg-H0wZGYaW/view?usp=sharing

🔎︎


The style is pretty much monochrome with a single predominant accent colour (demo is lime green) but each of the 20 Cities will be a different monochrome with slightly different buildings/themes.

The main enemies are giant wasps/bees but will possibly also add giant ants and giant spiders in different levels to add variety.

No coding yet, all done using visual drag/drop and default copperbube actions/behaviours.

The filesize is very bloated at the moment but when it's finished, I will optimize the sounds, textures and model polygons to get each level down to under 50MB (hopefully).

Final game will be: intro_animation>mission select page>20_levels_end animation (success/fail).

Will be adding my own post-process to convert the video-output into a palletized retro style with pixel-dithering.

Controls are:
"W,A,S,D" to move (shift to sprint)
"1,2,3,4,5,6" to discriminate compass system.
"P" to fire (was working but needs fixing)
"L" for energy beam.
"Space" to jump (not enabled yet).

The demo includes following concepts:
Player Animations for different directions (includes death anim).
Player recoil for canon (does work but needs fixing).
Pre-rendered Procedural City Map (large map, small filesize).
Chip music (small file size, retro style).
Reflective glassy map surface (water with no wave height/movement).
Accurate footstep sounds (proximity nodes on feet).
Compass system (with accurate discrimination).
Proximity for compass (green/yellow/red markers).
Bounding bomb (follows sine wave path with proximity detection for bounce noise).
Graphical Health Bar.
Enemy/Survivor Counter.
City Damage Counter.
Ammo Counter.
Hovering Items (follow path/fly in circle).
Lives remaining Counter.
Basic enemy A.I. ("move to player position" on activation).
Heart-beat animation for enemy spawners.
2D billboard animations.
2D overlay animations.


c123
Registered User
Quote
2020-11-23 05:32:47

1.hey how did you get the reflection on the floor
2.still waiting for the cityengine video tutorial


veganpete
Registered User
Quote
2020-11-23 12:08:15

Hi c123!

1- The floor is basically just a "water" layer, positioned 1 pixel above the city. I set the water movements to "0" and the detail to "High" and the water colour to grey (I moved the colour sliders to 52Red, 52 Green, 52 Blue and 52 Luminosity).

2- Sorry about the video - I did try to make one on the very first day you asked - but for some reason none of the screen recorders would capture the menu options :/

Here's a visual PDF guide I made instead. Please let me know if you want any help....

https://drive.google.com/file/d/...


veganpete
Registered User
Quote
2020-11-24 13:52:43

Hey, no problem - you're welcome!

To add different textures to the city.....

On step 5 of the guide, select either "International City", "Science Fiction" or "Night City". The rest of the steps are exactly the same. Each City Type uses different textures which it generates procedurally. I guess you could also make/add your own textures (UV map) after you import to Coppercube, but I haven't tried.

Each of the 4 City types has different buildings and textures:

"Schematic" has the smallest file-size (least texture detail). 12MB
"Sci-Fi" is next smallest file-size (small texture details). 16MB
"Night City" is next largest file-size (moderate texture details). 25MB
"International City" is largest file-size (highest texture detail). 45MB

*File-sizes here are just examples for each City type using the same settings for comparison (your own Cities will probably have different file-sizes, depending on settings).


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