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GAF Indie Game Development Thread 2: High Res Work for Low Res Pay

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Minamu

Member
Gotta say, I sorely miss Unreal's ability to edit BSPs and change the shapes of cubes etc into just about anything :/ Unity is so lacking in this department and it's really hurting my level design abilities.

To create slopes on our stairs, I'm forced to make another cube and turn it 45 degrees to make it look like a triangle (which Unity doesn't have as a default object) and because of clipping because I can't use the V button to match the objects to each other, I get Z fighting all over xD So I'm again forced to make the slopes a few % smaller in let's say the X size, compared to the actual stair steps. It doesn't look that great :/ It would be so much easier if I could just warp the vertex points on the cube and make it an actual triangle :)
 

Vanguard

Member
Gotta say, I sorely miss Unreal's ability to edit BSPs and change the shapes of cubes etc into just about anything :/ Unity is so lacking in this department and it's really hurting my level design abilities.

To create slopes on our stairs, I'm forced to make another cube and turn it 45 degrees to make it look like a triangle (which Unity doesn't have as a default object) and because of clipping because I can't use the V button to match the objects to each other, I get Z fighting all over xD So I'm again forced to make the slopes a few % smaller in let's say the X size, compared to the actual stair steps. It doesn't look that great :/ It would be so much easier if I could just warp the vertex points on the cube and make it an actual triangle :)

Yeah, unfortunately as with most things in Unity, it's in the asset store :\
 

ASIS

Member
Gotta say, I sorely miss Unreal's ability to edit BSPs and change the shapes of cubes etc into just about anything :/ Unity is so lacking in this department and it's really hurting my level design abilities.

To create slopes on our stairs, I'm forced to make another cube and turn it 45 degrees to make it look like a triangle (which Unity doesn't have as a default object) and because of clipping because I can't use the V button to match the objects to each other, I get Z fighting all over xD So I'm again forced to make the slopes a few % smaller in let's say the X size, compared to the actual stair steps. It doesn't look that great :/ It would be so much easier if I could just warp the vertex points on the cube and make it an actual triangle :)
Can't you make the stairs/ slope in blender and then transfer it to unity?
 

Jobbs

Banned
So development on Hollow Knight has taken waaayyyy longer than we'd anticipated but thing are still coming along nicely and the end is in sight (sort of)! I've been spending the last couple of months trying to get all of the content done, but I've taken a bit of a break today and had some fun capturing gameplay footage and making GIFs!

tmafwrC.gif


This an excerpt from a boss battles trailer we'll be releasing at some point. It's Dung Defender, one of our many optional bosses tucked away around the world. Definitely one of my favourite characters!

so good! also it's more colorful than I remember!
 

Minamu

Member
Yeah, unfortunately as with most things in Unity, it's in the asset store :
Yeah I saw something similar to what I want but it was either a paid thing or not that great I think.

Can't you make the stairs/ slope in blender and then transfer it to unity?
I've never used Blender or just about any 3D modelling tool. Making a basic cube or similar would probably be pretty easy though ;) Can you make a 1x1x1 cube there and then use Unity's scale tool to make it wider without any issues? We're just using a plain white texture so texture stretching isn't a problem. I've heard that Unity's gameobjects can be performance hogs because they're not proper standard polygon based models or something and not very optimized, so I've been thinking of redoing the level geometry either completely in Maya/Blender or just make the basic building blocks and replace everything manually.
 

Vanguard

Member
Yeah I saw something similar to what I want but it was either a paid thing or not that great I think.

The two options I know of are Probuilder and SabreCSG ($95 and $60 respectively), so not cheap and what I assume you were on about. Probuilder does have a free version but a lot of stuff ripped out like the UV editing tools and some other handy things. Still fine if you're just using it for prototyping though and can edit individual verts etc and very simple materials: https://www.assetstore.unity3d.com/en/#!/content/11919, does have various brushes including stairs.
 

LordRaptor

Member
Can't you make the stairs/ slope in blender and then transfer it to unity?

Yeah, Unitys workflow and Unreals workflows are based on what they were originally designed for; Unreal is still essentially an FPS rooms and corridors engine, and Unity is still essentially a third person terrain engine.
Unity still sort of assumes you're dropping static props onto editable terrain, Unreal still sort of assumes you're adding details in carved boxes.

If you really want to DIY some mesh tools in Unity, I'd suggest making a procedural mesh script that you can attach to quads that would generate vertices straight 'down' until they intersect with the 'floor' - that way you could do whatever level design you wanted just using Unity Quad primitives snapping as you see fit and rotated as you see fit, and at runtime it would 'extrude' them into solid mesh.
Alternatively, check out ProBuilder which comes in free and paid flavours
 

wilboo

Neo Member
so good! also it's more colorful than I remember!

Thanks man! Yeah, the game used to be entirely blue but we've varied it a bit so it's not so monotonous. I've been keeping up with all your Ghost Song stuff too, on here and when Ari shows me bits. Looking incredible!
 

Minamu

Member
The two options I know of are Probuilder and SabreCSG ($95 and $60 respectively), so not cheap and what I assume you were on about. Probuilder does have a free version but a lot of stuff ripped out like the UV editing tools and some other handy things. Still fine if you're just using it for prototyping though and can edit individual verts etc and very simple materials: https://www.assetstore.unity3d.com/en/#!/content/11919, does have various brushes including stairs.
Yeah we don't have a budget at all but ProBuilder sure seems great :O I'll check what the free version can do for me!
 
Ugh, so I just finally whipped up code so that the perspective camera will look right and easily swapped out where needed, and now it looks fine.

Except for that one thing where the player sprite appears to have one line of the pixels to be tripled instead of the expected doubling.

I'm guessing I have a slight camera alignment problem... (the game scene runs at native resolution, and I do the testing at 640x480.)

(also, is it possible to write something that makes sure the game outputs to just 320x240 and then this is scaled nearest neighbour to the display actual size?)

(Just one more day and I'll do the rest of the first dungeon, and all the interiors of the first town, then maybe I'll be able to catch the next Screenshot Saturday with GIFs of my own!)
 
See i can progress! Never give up!

Also i made the body smaller for collision box reasons, it'll be better.

HampooSDIddle.gif
HampooSDRunning.gif

Yeah, that works really well! The walk cycle looks pretty good now. The sad look on his face is bumming me out though haha

So development on Hollow Knight has taken waaayyyy longer than we'd anticipated but thing are still coming along nicely and the end is in sight (sort of)! I've been spending the last couple of months trying to get all of the content done, but I've taken a bit of a break today and had some fun capturing gameplay footage and making GIFs!

tmafwrC.gif


This an excerpt from a boss battles trailer we'll be releasing at some point. It's Dung Defender, one of our many optional bosses tucked away around the world. Definitely one of my favourite characters!

That's too bad, but not necessarily unexpected. Can't wait for it to finally come out! Thanks for sharing ♥
 
Playing with walljumps and double jumps


I'm thinking I should probably have - at least - a blob shadow below the character to make 3D spatial position a bit easier to parse... thoughts?

Yes. Probably it should show up only when he's off the ground too, and have it be a permanent one if you have graphics settings and shadows were turned off.
 

Minamu

Member
I checked some tutorials for ProBuilder and also tried it for myself and holy shit, why did I not know about this tool years ago? :lol Starting on Monday, I'm gonna redo every single level from scratch! It also seems to solve a bug we've been having where our character gets stuck at the seams between objects which are at a sloped angle. This is really smooth and almost as good as Unreal's built-in stuff :D I think the free version will do just fine, it's great how all it does is allows you to create new shapes at will (I do get some strange rounding errors when using the snap tools, but maybe that's the old unity bug that's supposedly fixed in a newer version), and you can still apply your own textures, box colliders, and scripts to the objects as if they're standard gameobjects. Pretty amazing :) This makes level design fun again.
 

ASIS

Member
I checked some tutorials for ProBuilder and also tried it for myself and holy shit, why did I not know about this tool years ago? :lol Starting on Monday, I'm gonna redo every single level from scratch! It also seems to solve a bug we've been having where our character gets stuck at the seams between objects which are at a sloped angle. This is really smooth and almost as good as Unreal's built-in stuff :D I think the free version will do just fine, it's great how all it does is allows you to create new shapes at will (I do get some strange rounding errors when using the snap tools, but maybe that's the old unity bug that's supposedly fixed in a newer version), and you can still apply your own textures, box colliders, and scripts to the objects as if they're standard gameobjects. Pretty amazing :) This makes level design fun again.

Sorry for not replying earlier, but yeah 3D modeling in unity sucks after I learned about blender. I still have a shit ton to learn but at the very least I can safely say your game will be that much better because of ProBuilder.

good luck ;)
 

Minamu

Member
Sorry for not replying earlier, but yeah 3D modeling in unity sucks after I learned about blender. I still have a shit ton to learn but at the very least I can safely say your game will be that much better because of ProBuilder.

good luck ;)
No problem :) I'm really excited about this, it's gonna be great haha! I tried replicating some more complex geometry I've got and it took a fraction of the time it used to. I could use some pro features such as collapse and merge but I'll have to deal. Adding slopes to my levels pretty much doubled the amount of objects I have in each scene so instead of having, let's say a house, with a floor, ceiling, and four walls (more if I want windows or doorways), I can now easily create that same geometry and have it be one GameObject instead of one per piece of wall etc. That's gonna do wonders for draw calls if I'm not mistaken. Not that we have performance issues yet but it'll also make the hierarchy that much cleaner and easier to navigate and that's a win in itself :)

I should probably buy ProGrids, that seems really useful too, and it's just 20$ too.
 
I'm having some more fun with potion stores. I really like playing around with text in the anglo saxon runes. I've only ever done typesetting in the Latin alphabet before, and any other alphabet just used a real basic approach.

"Medications for the High Minded"
GrTqMJV.png
 

Vanguard

Member
I should probably buy ProGrids, that seems really useful too, and it's just 20$ too.

I do have a bit of a love/hate relationship with progrids. It snaps to the pivot of the object/mesh, which in probuilder you can manually set, which can snap it to a position you don't want, but you can then just set the pivot to a particular vert (or face I think). It also behaves quite different to how you may expect it to compared to Unity's snapping, for example, I have an object at X position of 4.3 and I wanna snap by 1. Unity will snap to 3.3 or 5.3 etc, whereas with progrids, it will go to 4 or 5, depending on which direction you move it. After using Unity's built in snapping, it can defo catch you out at first... least it did me :p But it defo is handy at times, and tbh probably makes more logical sense in terms of snapping as it works from 0.

@liliththepale, looks pretty damn good.
 

JeffG

Member
Ugh, so I just finally whipped up code so that the perspective camera will look right and easily swapped out where needed, and now it looks fine.

Except for that one thing where the player sprite appears to have one line of the pixels to be tripled instead of the expected doubling.

I'm guessing I have a slight camera alignment problem... (the game scene runs at native resolution, and I do the testing at 640x480.)

(also, is it possible to write something that makes sure the game outputs to just 320x240 and then this is scaled nearest neighbour to the display actual size?)

(Just one more day and I'll do the rest of the first dungeon, and all the interiors of the first town, then maybe I'll be able to catch the next Screenshot Saturday with GIFs of my own!)
Using Unity?

Use

Screen.SetResolution
 
So development on Hollow Knight has taken waaayyyy longer than we'd anticipated but thing are still coming along nicely and the end is in sight (sort of)! I've been spending the last couple of months trying to get all of the content done, but I've taken a bit of a break today and had some fun capturing gameplay footage and making GIFs!

tmafwrC.gif


This an excerpt from a boss battles trailer we'll be releasing at some point. It's Dung Defender, one of our many optional bosses tucked away around the world. Definitely one of my favourite characters!

This makes my fucking day.

Good fucking job, guys.
 

Sparse

Member
So development on Hollow Knight has taken waaayyyy longer than we'd anticipated but thing are still coming along nicely and the end is in sight (sort of)! I've been spending the last couple of months trying to get all of the content done, but I've taken a bit of a break today and had some fun capturing gameplay footage and making GIFs!

tmafwrC.gif


This an excerpt from a boss battles trailer we'll be releasing at some point. It's Dung Defender, one of our many optional bosses tucked away around the world. Definitely one of my favourite characters!

Hah, in the same situation as you. There is light at the end of that tunnel!

Finally making use of that Photoshop sub to make some silly gifs.


"WHY. WON'T. YOU. OPE- Oh, there we are."
PWHohmC.gif
 

Minamu

Member
I do have a bit of a love/hate relationship with progrids. It snaps to the pivot of the object/mesh, which in probuilder you can manually set, which can snap it to a position you don't want, but you can then just set the pivot to a particular vert (or face I think). It also behaves quite different to how you may expect it to compared to Unity's snapping, for example, I have an object at X position of 4.3 and I wanna snap by 1. Unity will snap to 3.3 or 5.3 etc, whereas with progrids, it will go to 4 or 5, depending on which direction you move it. After using Unity's built in snapping, it can defo catch you out at first... least it did me :p But it defo is handy at times, and tbh probably makes more logical sense in terms of snapping as it works from 0.

@liliththepale, looks pretty damn good.
I see, yeah I can understand the nuisance of it. Could you change the grid to like 0.1 in that case and go ten steps? I remember Unreal being a bit quirky like that too, but at least you could change the size of the grid on the fly :) I'm using Unity 5.3.2. I think, so it's not the freshest of versions, and snapping things that are out of scale isn't working as well as intended and just using V as I am, don't think there's another way, is cumbersome at best.
 

Jobbs

Banned
See i can progress! Never give up!

Also i made the body smaller for collision box reasons, it'll be better.

HampooSDIddle.gif
HampooSDRunning.gif

Definite improvement and I like the head rotation very much. My only concern is that once this is put into game context, depending on what the gameplay is like, it may not sell very well.

Generally speaking, a character's animation frames are less detectable in detail once in-game as compared to being displayed in isolation. It's something I keep in mind when designing motions. Because this character's movements are small (with respect to the walk cycle) and his outline doesn't change much, it may not work well in context (again, depending on what the gameplay is like).
 

Popstar

Member
Autodesk owns an online shop that sells 3D assets (Creative Market) and is in the game engine biz (with Stingray) but their license means you can't use 3D assets from their shop in their engine.

Also, why does Stingray only come with the LT version of Maya, and not the full version that costs thousands more?

Get yer shit together Autodesk.
 

Makai

Member
So development on Hollow Knight has taken waaayyyy longer than we'd anticipated but thing are still coming along nicely and the end is in sight (sort of)! I've been spending the last couple of months trying to get all of the content done, but I've taken a bit of a break today and had some fun capturing gameplay footage and making GIFs!

tmafwrC.gif


This an excerpt from a boss battles trailer we'll be releasing at some point. It's Dung Defender, one of our many optional bosses tucked away around the world. Definitely one of my favourite characters!
Good animation!
 

Parham

Banned
No problem :) I'm really excited about this, it's gonna be great haha! I tried replicating some more complex geometry I've got and it took a fraction of the time it used to. I could use some pro features such as collapse and merge but I'll have to deal. Adding slopes to my levels pretty much doubled the amount of objects I have in each scene so instead of having, let's say a house, with a floor, ceiling, and four walls (more if I want windows or doorways), I can now easily create that same geometry and have it be one GameObject instead of one per piece of wall etc. That's gonna do wonders for draw calls if I'm not mistaken. Not that we have performance issues yet but it'll also make the hierarchy that much cleaner and easier to navigate and that's a win in itself :)

I should probably buy ProGrids, that seems really useful too, and it's just 20$ too.

ProBuilder is fantastic. Along with ProGrids, you can do some exceptionally fast prototyping. If you ever intend on picking up a 3D modeling program, it's worth mentioning that you can export ProBuilder objects as OBJs and use them in your program of choice.
 

Vanguard

Member
I see, yeah I can understand the nuisance of it. Could you change the grid to like 0.1 in that case and go ten steps? I remember Unreal being a bit quirky like that too, but at least you could change the size of the grid on the fly :) I'm using Unity 5.3.2. I think, so it's not the freshest of versions, and snapping things that are out of scale isn't working as well as intended and just using V as I am, don't think there's another way, is cumbersome at best.

Yeah you can do that, but you can do that in Unity too and I just possibly realised what's up in your last sentence. V is vertex snapping, where you snap one vertex to another. If you hold cown ctrl (or command on Mac I think?), then you can move in increments like 0.1 or 0.3 etc when moving, and also snap scale and rotation in a similar manner. Settings of how much to move are in Edit->Snap Settings. But as said in a previous post, this works off of the ojbects current position, rather than from 0 like progrids.

Unless I misread and that is what you are doing and I misunderstood.


ProBuilder is fantastic. Along with ProGrids, you can do some exceptionally fast prototyping. If you ever intend on picking up a 3D modeling program, it's worth mentioning that you can export ProBuilder objects as OBJs and use them into your program of choice.

I think exporting to .obj is limited to the paid version? I think, but you can easily get a script that does it for anything online somewhere that semi works with probuilder if I remember correctly. Been a while since I used the free version.
 

Parham

Banned
I think exporting to .obj is limited to the paid version? I think, but you can easily get a script that does it for anything online somewhere that semi works with probuilder if I remember correctly. Been a while since I used the free version.

Looks like it. I'm surprised it costs $95 now. I remember it being a lot cheaper before.
 

Minamu

Member
ProBuilder is fantastic. Along with ProGrids, you can do some exceptionally fast prototyping. If you ever intend on picking up a 3D modeling program, it's worth mentioning that you can export ProBuilder objects as OBJs and use them in your program of choice.
That's neat :) I kinda want to do the opposite though, even though ProBuilder is probably faster than let's say Maya. I'm not sure how much truth there is to it but since Unity's cubes etc are supposedly not very good for building actual levels (due to being quads or something?), I was thinking of doing the levels or building blocks in a proper modeller. But I think that's for another project :)

Yeah you can do that, but you can do that in Unity too and I just possibly realised what's up in your last sentence. V is vertex snapping, where you snap one vertex to another. If you hold cown ctrl (or command on Mac I think?), then you can move in increments like 0.1 or 0.3 etc when moving, and also snap scale and rotation in a similar manner. Settings of how much to move are in Edit->Snap Settings. But as said in a previous post, this works off of the ojbects current position, rather than from 0 like progrids.
Yeah I've been using the vertex snapping because I couldn't get the default snap settings to actually do anything. Unity haven't been very clear that I need to hold down control! :O I had no idea, I'll have to try that later. Sounds really dumb that it doesn't work from 0 as you say though. I'm used to workarounds I guess so I supposed if something is off-grid so to speak, I could just move it to 0,0,0 first and snap-drag from there to where I want it. Keep in mind that I made 45 degree slopes by turning a cube on its side, so I'm used to dumb solutions xD

Fake edit: What I was saying is that the vertex snapping is very broken if you try to snap a vertex to another if one of the objects have a weird scaling, such as *.6999999 (which is a rounding error bug in an older Unity version that I'm using). Snaping something with a scale of 1 or anything whole number is fine, but in the other case, the vertex point I want to snap ends inside other object, roughly between 0.002 and 0.008 units each time (I did the math xD) "off-grid". I assume this would go awaywith a newer Unity version but who knows.
 

orioto

Good Art™
Yeah, that works really well! The walk cycle looks pretty good now. The sad look on his face is bumming me out though haha

Well he's the worried type and will be surrounded by ghosts!

Definite improvement and I like the head rotation very much. My only concern is that once this is put into game context, depending on what the gameplay is like, it may not sell very well.

Generally speaking, a character's animation frames are less detectable in detail once in-game as compared to being displayed in isolation. It's something I keep in mind when designing motions. Because this character's movements are small (with respect to the walk cycle) and his outline doesn't change much, it may not work well in context (again, depending on what the gameplay is like).

I have the exact same concern actually, i noticed when a sprite is moving his animation is less visible indeed so maybe i'll have to make it less subtle.
 

Jobbs

Banned
been tooling around with this animation basically all weekend. It's a more challenging than normal run cycle (at least for me) due to the odd proportions of the character.

5HWCoOS.gif


I think it's close now but I may fiddle with it more, especially the arms/hands.

The GIF format has a bit of trouble with this guy because of all the subtle color changes it comes out a bit garbled.
 
been playing around with more feedback loops for attacks now that i've worked in several new crazy ass weapons.

One trick I am retrofitting into enemies is deceptively simple - a simple stop-shit. For a moment everything the enemy is doing just stops. A little momentary stutter when hit. No knockbacks, though.

Don't know why i never did this before but the game became instantly more fun to play when I added even more enemies into the mix and began using some more alt weapons.

I've also added the ability to for enemies to take damage concurrently from multiple different sources. Something else I hadn't thought of before - which is a nice touch coupled with the above - some alt weapons when paired can technically soft-stunlock an enemy for a brief moment which feels nice. It's not so much the intention of the alt-weapon - but a combination of concurrent damage abuse that will do it using specific weapons.

Just small stuff like this drastically improves the feedback loop - while seemingly innocuous.

Will be really fun when all hell breaks loose the last half of the game. The midpoint is when we turn the difficulty up to 11 and don't stop.

Took a while to start fleshing this part of the loop out - but we've been rolling pretty hard on development.
 
One trick I am retrofitting into enemies is deceptively simple - a simple stop-shit. For a moment everything the enemy is doing just stops. A little momentary stutter when hit. No knockbacks, though.

The first game I ever noticed this effect used in, Twilight Princess, I thought it was lagging the game with too many particle effects on the screen or something. My brother and sister thought the same at the time. I'm curious how many other people felt similarly, and if it's because TP's hitstun lasts too long or there's something else at play. For example, I'm sure it makes a difference whether the whole game freezes or just the player and the deceased.

I've grown to appreciate hitstun a lot more in the time since. I want to experiment with it at some point, but I haven't reprogrammed any of my enemies yet since moving over to Unity.

One of the things I want to try is not freezing the game, but setting the game speed to x0.25 or thereabout and ramping it up back to x1 in the next short window. I'm sure there are all kinds of fun things you could do.
 
The first game I ever noticed this effect used in, Twilight Princess, I thought it was lagging the game with too many particle effects on the screen or something. My brother and sister thought the same at the time. I'm curious how many other people felt similarly, and if it's because TP's hitstun lasts too long or there's something else at play. For example, I'm sure it makes a difference whether the whole game freezes or just the player and the deceased.

I've grown to appreciate hitstun a lot more in the time since. I want to experiment with it at some point, but I haven't reprogrammed any of my enemies yet since moving over to Unity.

One of the things I want to try is not freezing the game, but setting the game speed to x0.25 or thereabout and ramping it up back to x1 in the next short window. I'm sure there are all kinds of fun things you could do.
I simply set the individual enemy to a quick pause. It's 1/30th of a second and last as long as the sprite flash. I figure the flash and the momentary stutter are enough for the feedback on successful attack. This doesn't completely lock the enemy between strikes as this is shorter than the damage timeout - but I'm currently testing some stupid weapons that stack and you can create a soft lock which is fun - which gives me new ideas. There are moments of movement between the pauses and it looks pretty good. My only issue is not being able to stop coroutines - so I simply add a loop at key intervals to wait for the end of the frame if the enemy is in a current damage cycle. That's about all I got at the moment since I don't think you can outright pause. I suppose I can write a method to save the current coroutine state, stop it, then resume it from that state but that sounds like a lot more work than a "while" loop thrown at key moments of the coroutine :|

To your second about not stopping but slowing - I do this for our zip attack on hit. It drops to 0.2 and then back after 2 frames or 0.033 and a screen shake.

I used to be against shakes and stutters but I find that when they are done fast, and the gameplay matches, it provides a layer of feedback I have grown to appreciate. You're not second guessing if an attack struck due to visual feedback - this opens up some room to increase enemy speed and density for more fun. Plus the positive reinforcement of feeling more powerful and being able to pull of some more complex chains and kill stuff goes a long way in helping player enjoyment.

I will say - making this game is a huge, humbling, learning experience.
 

Parham

Banned
That's neat :) I kinda want to do the opposite though, even though ProBuilder is probably faster than let's say Maya. I'm not sure how much truth there is to it but since Unity's cubes etc are supposedly not very good for building actual levels (due to being quads or something?), I was thinking of doing the levels or building blocks in a proper modeller. But I think that's for another project :)

For sure. ProBuilder is incredibly robust, so you'll get a lot of mileage, even if you avoid using a 3D modeling program altogether.
 
Still looking for work, but I got a question. Should I bother applying for a position that asks for experience with scripting languages such as LUA and Python, but I don't know those two?

I have experience with C++ and Java, but not those two.
 

Makai

Member
The first game I ever noticed this effect used in, Twilight Princess, I thought it was lagging the game with too many particle effects on the screen or something. My brother and sister thought the same at the time. I'm curious how many other people felt similarly, and if it's because TP's hitstun lasts too long or there's something else at play. For example, I'm sure it makes a difference whether the whole game freezes or just the player and the deceased.

I've grown to appreciate hitstun a lot more in the time since. I want to experiment with it at some point, but I haven't reprogrammed any of my enemies yet since moving over to Unity.

One of the things I want to try is not freezing the game, but setting the game speed to x0.25 or thereabout and ramping it up back to x1 in the next short window. I'm sure there are all kinds of fun things you could do.
Street Fighter 2 does this when projectiles hit. Looks and feels terrible. Not recommended.
 

Makai

Member
Still looking for work, but I got a question. Should I bother applying for a position that asks for experience with scripting languages such as LUA and Python, but I don't know those two?

I have experience with C++ and Java, but not those two.
Yes. You could pick up Python in about an hour.
 
Street Fighter 2 does this when projectiles hit. Looks and feels terrible. Not recommended.

Oh? That's too bad. I'll have to look it up. (not really fluent in fighting games)

edit: if this is what you're talking about, the effect here lasts a good bit longer than I'm thinking, and it doesn't help that the animation frames are so sparse. Everything would be smoothly interpolated in my game.

https://youtu.be/fK2vKPpOwdI?t=1m12s
 

Makai

Member
Oh? That's too bad. I'll have to look it up. (not really fluent in fighting games)

edit: if this is what you're talking about, the effect here lasts a good bit longer than I'm thinking, and it doesn't help that the animation frames are so sparse. Everything would be smoothly interpolated in my game.

https://youtu.be/fK2vKPpOwdI?t=1m12s
That's it! But it doesn't show you the before-and-after context. Here's a clip which shows you the same midair fall animation at both speeds:

https://www.youtube.com/watch?v=UHB16M9x6Ac&t=2m55s

Sagat is tripped and falls at normal speed. Then he gets hit by the fireball and slowmo falls. Ken walks towards him while he's falling but he has to walk in slowmo, too. Like you said, it feels like the game is lagging but maybe it wouldn't be so bad if it didn't last so long.
 

orioto

Good Art™
been tooling around with this animation basically all weekend. It's a more challenging than normal run cycle (at least for me) due to the odd proportions of the character.

5HWCoOS.gif


I think it's close now but I may fiddle with it more, especially the arms/hands.

The GIF format has a bit of trouble with this guy because of all the subtle color changes it comes out a bit garbled.

Makes me feel bad about my animation haha, and by the way your game looks wonderful!
 
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