Dat reload animation. Trickier than we thought it would be...
AAhhhh his hand/wrist becomes super thin!
I'm sure you'll work it out
Dat reload animation. Trickier than we thought it would be...
Oh, right! Corrin's new mesh will be weight painted using some magic my animator calls "double quaternions" to prevent his wrists from candy-wrappering, but since the mesh hasn't been finalized just yet, we're waiting. = D You can see his shoulder's a little wonky, too.AAhhhh his hand/wrist becomes super thin!
I'm sure you'll work it out
Yea, that's what it's supposed to be but now it's hard to unsee it! I'll need to fix that if I go that route.
Yea, that's what it's supposed to be but now it's hard to unsee it! I'll need to fix that if I go that route.
May look rather untextured, but it's part of the overall style I'm going for with the game.
Wow, those are nice. I'm always scared to death of going off a strict grid when doing any modular pieces, but you've managed to pull it off and come away with a backdrop that has a very natural flow.Thanks guys! I model them in blender and texture in photoshop. The tricky part is that they have to tile and be split into small sections. For example, here's the whole cave background:
And here it is split up into pieces:
Make it look more like a dong. Embrace the dong.Yea, that's what it's supposed to be but now it's hard to unsee it! I'll need to fix that if I go that route.
What was that, hun? I couldn't hear you, seeing as I have FREAKIN LASER CANNONS for ears.
Whats better then games with dinosaurs, games with dinosaurs and guns attached to there head.
and ive got a few more coming also
Just random complaining. I hate content development. I love coming up with the mechanics and figuring out how to program them, making music, making graphics, etc, etc. I get to a point where I approach engine completion and can start making meaty levels with the things I've created, but I rapidly lose interest. I find for most game types, when it comes to level design and what not, you're just regurgitating the same ideas over-and-over except this time the platform is 32 pixels higher than the last one. It's important but I hate it and wish I didn't. Maybe I'm just destined to to focus on procedural content instead.
Where are the dongs????
I'm Serious
fixed that for you.
Call me nuts but I like the idea! xDWhats better then games with dinosaurs, games with dinosaurs and guns attached to there head.
...
.... "doubledual quaternions" ...
Oh, right! Corrin's new mesh will be weight painted using some magic my animator calls "double quaternions" to prevent his wrists from candy-wrappering, but since the mesh hasn't been finalized just yet, we're waiting. = D You can see his shoulder's a little wonky, too.
Huh. That's interesting.Might want to get a quick test in before he goes ahead and does that - I don't believe Unity supports dual quaternion skinning out of the box
Huh. That's interesting.
Should I recommend any other techniques to prevent the phenomenon?
Ah! Thanks for the assist. I'll let him know.Common solution is to put an extra couple of bones in the forearm to smooth the transition (through weight painting) between the elbow and wrist/hand. While you can handle the animation of these bones manually, you can get a little bit fancy and have the rotation of the wrist drive their rotation, meaning you don't have to worry about animating it yourself.
Googling something along the lines of "rigging forearm twist" should turn up a bunch of results, and there should be a bunch of tutorials for any art package.
Coding tile adjacency for a geodesic sphere has been quite the challenge. I can find all tiles which surround a given tile (Top Left, Top Right, Middle Left, Middle Right, Bottom Left, Bottom Right), but it gets trickier to find a tile multiple tiles away. Things break down at the seams because the adjacencies switch orientation. Instead of going in a straight line like on a 2D map, I need to snake around the net. I normally draw reference materials before I start coding, but I stopped in the middle of filling out the lines for this because it was getting so cluttered. Is there a better way to do this? o_o
Dat reload animation. Trickier than we thought it would be...
Dat reload animation. Trickier than we thought it would be...
And this is what happens when I get my hands on the code, I like to fiddle with numbers...
Little continuation on this; my friends just posted a retrospect on the greenlight campaign what they thought about the whole process: http://tjrdev.blogspot.fi/2014/01/interplanetarys-greenlight-stats.htmlThanks man checking it out now.
Hey guys, I have a question to ask you. I'm going to be creating a game using Vector assets, but I'm kinda confused about how resolution works. Like, is there a good base resolution to work with? I'm assuming bigger is better?
But then how does that translate to my code in regards to x and y values?
So the unfortunately not straight forward answer is it depends entirely on your target platform number of assets and the engine your using.
Some engines will have built in support for choosing different asset sets, some will make their own (original resolution, half resolution, quarter resolution, etc). But it depends on the platform and honestly if memory is a concern.
The engine is using it's own worldspace to screen space math so that should keep everything aligned correctly it's just a matter of whether or not you need to manage any of it yourself (some engines you'll supply a reference resolution that it can makes assumptions based off of).
The benefit of vector is of course it's a lot easier to make larger versions of your art, it's actually harder to scale them down because you'll start to crush line weights and what not at a certain point.
I usually make art to look good on the smallest screen I'm expecting to run on and then scale up versions for higher resolutions,
Thanks, that helps. Yeah, it seems to vary from project to project. Here's another question:
Would it be a good idea to know the size my assests are going to be before I start coding? Like, the size of the characters, and things like that? I feel like I'm going to be testing my code for critical bugs and then once the actual assests of a different size are thrown in, everything is gonna be out of whack or something. I guess if I just take that into account now, I can write code that applies to objects of all sizes or something.
Yeah, I'm a super novice here lol.
My suggestion is that it is not really worth the time, effort, and technical challenge to make it realistic in this case. Games may have one person carrying 8 different guns with no obvious place to store them, or reloading with no obvious clip source.This is definitely a tricky thing to animate. To me it looks *just a tad odd*, I think maybe he should be raising his elbow more when reaching back like that... (or it could just be that you lead me to scrutinize it by implying it was a struggle to do) That's just my first instinct. I wouldn't want to have to try to do that animation, myself, and honestly, it'd be fine as-is. I don't think users would think twice.
Whats better then games with dinosaurs, games with dinosaurs and guns attached to there head.
Indeed, it's so crazy and stupid I hope AusRoachman brings it to fruition.You didn't even mention the hexagons! Hexagons are always cool. But you didn't stop there, you put dinosaurs in a game with hexagons. But wait! You didn't stop there!! You put guns on dinosaurs in a game with hexagons...
This game is on the watch list
Just want to say those 3 seconds of teaser footage were like a dream come true. Beautiful motion, style, and color. I love vintage cartoons and to see a game animated like Cuphead is glorious. The shortest yet most intriguing teaser I've seen in a long time. Please show us more soon!
Every time I hear a programmer discuss their experiences with an artist, I feel like I'm one of the few somewhat rational artists out there. If they're not prima donnas, then they're painfully inexperienced with game asset workflows it seems, and the attitude seems to be more prevalent among sprite artists. I don't mean to make any sweeping generalizations, but I'm amazed by the stories I hear sometimes.why is it so hard to find a decent artist to work with? i'm pretty sure i just got beat for some cash i paid to a pixel artist to do some test work for me. haven't heard from him since he got the payment and he hasn't responded to either of my emails asking for a status update.
my last project (which was cancelled) was a nightmate too with regards to art. it took forever (3+ months) to get someone to come on-board and we were offering full-time work at $30/hour. we ended up with someone who nickel-and-dimed us, demanded that there never be any requested revisions and, if there were, he'd need to be compensated for the extra time. i also believe his time estimates for finishing tasks were extremely bloated so that he was essentially billing us for hours he didn't actually work.
i just want to get a game made... not looking for sympathy, i am just frustrated and need to vent. has anyone else faced such difficulties in finding artists to work with?
Is there a good paper about player movement(3D)?
I have several player actions (run, walk, jump, fall, climb, grab ledge, etc)
I made a base class Action that I derive all those actions from
Put them into a list and on each frame I loop through it and check if it's active, if it's active call the Action's Update function.
So far so good but to decide when each can be triggered is a nightmare.
I only want to grab a ledge if I'm jumping and if I've grabbed a ledge check if I want to move left/right or climb up or simply let go.
Or if I jump and hit something I want to invoke the fall action and check if I can grab a ledge.
It's if/else hell, I'm sure there's a better way.
if (state == NORMAL) {
// do walk/run and idle stuff
} else if (state == AIR) {
// do falling and checking for ledges
} else if (state == LEDGE) {
// do left/right movement and climbing up
}
Do you mean besides a state machine?
Code:if (state == NORMAL) { // do walk/run and idle stuff } else if (state == AIR) { // do falling and checking for ledges } else if (state == LEDGE) { // do left/right movement and climbing up }
Is there a good paper about player movement(3D)?
I have several player actions (run, walk, jump, fall, climb, grab ledge, etc)
I made a base class Action that I derive all those actions from
Put them into a list and on each frame I loop through it and check if it's active, if it's active call the Action's Update function.
So far so good but to decide when each can be triggered is a nightmare.
I only want to grab a ledge if I'm jumping and if I've grabbed a ledge check if I want to move left/right or climb up or simply let go.
Or if I jump and hit something I want to invoke the fall action and check if I can grab a ledge.
It's if/else hell, I'm sure there's a better way.