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RHANITAN

Member
Oct 25, 2017
174
I'm facing a bit of a challenge with character animation/motion. I'm not sure I'm articulating the problem properly, so that's possibly making it difficult to google solutions. But it feels like something that's a common problem.

Basically my character's root motion is controlled by custom code, not by the animation files. So it moves at velocities that are under code control.

But I need to sync the walking and running animation so the feet move believably with the speed of the character.

I've tried the simple approach of modifying the animation speed to match, and while it looks good at the top speed of the character, at lower speeds the character still 'skates' around.

I'm not an animation person, but I guess one could go into an art package and create custom animations to match my character speeds at various points and blend them together.

But is there an alternative? For example are there any procedural animation systems - for Unity specifically - that can take a desired velocity and generate an appropriate foot/leg animation for a bipedal character? I guess my ideal solution is some kind of parameterised procedural bipedal animation system that takes the current character speed as one input and magically moves the feet legs in a desirable way. I bought the Final IK plugin for Unity, but I'm not really sure now that it addresses this particular class of problem...

Any thoughts or pointers would be really appreciated :)
I'm only experienced in game maker and 2d games but all i would do increase the frame rate that the animation plays back at based on how high your characters velocity is at.The most basic example of this would be to look at the old Mario games. Mario only has 3 running frames and they just play back faster based on Mario's speed.

Another option would be to have 2 serperate animations one walking and one running and then swap them when your characters velocity hits a certain point. You could prolly do a bit of both methods even.

Don't get too caught up about sliding feet though. It just needs to be pretty close for it to not look wierd and i find feet slipping forward is less noticeable than slipping backwards. A lot of great games have some slight slidey feet going on lol.
 
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Deleted member 5167

User requested account closure
Banned
Oct 25, 2017
3,114
With Wily's script or one based on it I only have to add one thing to a gameobject, so that makes me happier :)

Yeah, I gratuitously abuse [requirecomponent] and setup 'common things I always change in components' in Awake or Start, because its literally a chore to do the same thing over and over again (eg setting rigidbodies to kinematic) when you can just drag an actual behaviour script onto a gameobject and set all that shit automatically.

It took me something like 6 hours to come up with an idea I liked which is pretty ridiculous. I like to have an idea done 1 hour into a competition.

Now I'm motivated, but I have very limited time. :P

Dunno if I'll get finished in time for a Compo entry or not
ld403ssye.jpg

You're a ghost, you eat souls, eating souls makes you fat.
The fatter you are, the less high you can jump.

If you eat the soul on this level, you can no longer jump back onto the platform you got it from. Thats your tutorial.

This really seems like an idea someone will have had before, but ¯\_(ツ)_/¯
 

gofreak

Member
Oct 26, 2017
7,734
Not the most elegant of solutions, but when I had a similar issue this is how I solved it: parent your character (in its walk cycle) to a dummy, keyframe the dummy to move in a straight line at constant speed (to mimick your programmed movement speed), then adjust the animation so that the feet plant correctly despite the dummy's movement, then remove the dummy. At this point the character will appear to oddly slide back and forward in its animation, but when moving in-engine the code controlled movement speed will effectively replace the dummy.

Thanks for the idea! I think this kind of eyeballing and manual tweaking will be necessary in the end... I can't seem to find any fully satisfactory 'automatic' solution so far.


I'm only experienced in game maker and 2d games but all i would do increase the frame rate that the animation plays back at based on how high your characters velocity is at.The most basic example of this would be to look at the old Mario games. Mario only has 3 running frames and they just play back faster based on Mario's speed.

Another option would be to have 2 serperate animations one walking and one running and then swap them when your characters velocity hits a certain point. You could prolly do a bit of both methods even.

Don't get too caught up about sliding feet though. It just needs to be pretty close for it to not look wierd and i find feet slipping forward is less noticeable than slipping backwards. A lot of great games have some slight slidey feet going on lol.

Heh, I know...i'm being quite picky, but it's always been a pet peeve of mine.

I did find one (old, legacy animation) Unity plugin that kind of comes close to what I'm needing... in so far as it can passively monitor a game object's speed (which can be controlled by anything), and then tries to blend attached animations, their speed, and IK foot placement to match that speed.

The results are kind of interesting. I tweeted a video using one of the plugin's prefabs interacting with my character control/physics code:



It actually looks like it does some of what I want...it gamely alters the leg animation speed to map up properly with the gameobject speed, but the result looks a little silly at my gameobject's top end speed. So I guess in the end you still need to hand-tweak your animations with an eye on your desired in-game character velocities.

I do really like the IK foot placement though... works really nicely on the steps and such.
 

zq_audio

Member
Oct 30, 2017
16
Getting closer and closer to release. Here's a little animated gif test of an interaction in my point & click adventure, "Arkhangel: The House of the Seven Stars":
RviGhQD.gif
 

Sean Noonan

Lead Level Designer at Splash Damage
Verified
Oct 26, 2017
384
UK
My compo entry is coming along okay. I don't like that I don't have a win condition by the end of the first day though...

 

justiceiro

Banned
Oct 30, 2017
6,664
I was wondering, with atari box on the way and with me having a protype that works with just one button, making game out of it and calling exclusive to it would make it gain more visibility? Any of you considered doing something like It?
 

Pooh

Member
Oct 25, 2017
8,849
The Hundred Acre Wood
Thought of a new idea for doing the normals that combines something that a dude from the former site was making for me with a normals painter (I've tried a few, they're all a nightmare). Wish me luck.
Yeah so... it didn't totally work :\

I'm beginning to think I should just embrace the voxel look and try and do the art in a way that doesn't try too many "rounded" edges.
 
Oct 25, 2017
3,686
I don't know why, but I feel like FlashDevelop is one of the most efficient IDEs I've ever used, with the best autocompletion suggestions -- possibly even rivaling Visual Studio.
 

RZetko

Member
Oct 27, 2017
522
I've been a long time lurker in here but finally for the first time I feel like I have something worthy of sharing. This is first look on my tactical close quarters FPS. I work solo so I'm trying to outsource as much as I can and Unreal Engine 4 marketplace had great cyber monday sale so I took advantage of that and spent last week retargeting animations, setting up IK for weapon holding, refactoring etc. In the end my main character finally isn't default UE4 mannequin but real soldier with real weapons and pretty great (at least I think so :) vaulting animations. Here's gfycat for smoother playback.

ImprobableHilariousArctichare-max-14mb.gif
 

Deleted member 5167

User requested account closure
Banned
Oct 25, 2017
3,114
I got bored working on my LD game, as it was just adding new levels.
Surprisingly I even managed to get some Music and SFX done for this one, which I usually just skip completely, and finished up with time to spare to make it as a compo entry, even though I've probably spent less time on this one than anything previously.
So I'm either getting more efficient, or this is one of my worst entries yet, lol.
 

Jobbs

Banned
Oct 25, 2017
5,639
Spine 2D has completely changed my life at this point. So many things that were so difficult before have become quick and easy. So many wasted years.

Tonight I made a powerfist weapon for my character and rigged it up for motion. Moving components relative to eachother and deforming images with meshes make it easy to get a nice depth effect.

9Uw6ejp.gif


 

_Rob_

Member
Oct 26, 2017
606
It's been a busy weekend for me. I did my first dev stream, which went surprisingly well for something I never announced! I'm still not really sure what people get out of watching others working, but I look forward to the next one regardless, the interaction from my end was fun!



I also spend some time working on the atmosphere of the cave section of Iceceratops. I wasn't 100% on the colours to begin with, but I think the green on blue works surprisingly well. Oh and before you say it, I have indeed been playing Spyro this weekend sabrina !

IceratopsCave.png
 

sabrina

Banned
Oct 25, 2017
5,174
newport beach, CA
_Rob_ @ me when you haven't been playing Spyro >:P

Jobbs it looks like you have a good grasp of mesh deformation! I was looking at an old game today and yeah... Spine has definitely punched up my animation game. Give yourself a hand
 

PacoChan

Member
Oct 28, 2017
71
Man, I wanted to participate in this Ludum Dare. I've never participated in a game jam and I was very interested in it, but I decided to keep focusing on my game. I'm close to finishing it so I didn't want to keep delaying it. But I got some of those days of lack of inspiration / motivation and I ended up doing nothing ¯\_(ツ)_/¯
 
Oct 25, 2017
3,686
With so many delays and 6 hours to even think of an idea, I've done hardly anything for the Ludum Dare. It's a really sad feeling since I actually wanted to do it for a change. I'm thinking it may be worth it to finish tonight anyway just to have something submitted, with the theory that (like working out) getting back into a habit is the hardest part.
 

Deleted member 7529

User requested account closure
Banned
Oct 25, 2017
365
I think I really enjoy programming.

I'll include a bit of background before my question, but feel free to jump to the TL;DR at the end.

Throughout school, I always found mathematics to be a chore. Why would I need to learn this stuff? I was going to be an artist working on assets and that would be WAY more interesting! Around 2008 though, I began to get the programmers itch. I wanted to make my own games since there weren't many new titles being developed that I enjoyed.

Having Flash available to me, I decided to jump right into ActionScript 2. While it was a lot of fun, about a year later I realized that I had learned everything horribly wrong. Instead of using editors and libraries, I was using Flash's built-in tools to write actionscript directly onto art assets, yikes! No game could be built in such a way, and with that, my interest in programming was stomped out. Between then and now, I would try my hand at ActionScript a few more times, but often faced difficulties in just setting up the editors.

Fast forward to a couple of months ago, I picked up SmileBASIC for the 3DS as a curiosity and lo-and-behold, I've had a blast flying through the basics! Building with the blocks of variables and arrays, crafting with loops and functions, and seeing my art come to life with object and tile manipulation has all felt incredibly satisfying. It's wonderful to build these little programs, but I'm starting to get hung up on a lack of direction/focus. Perhaps I'm overly ambitious but it feels like I can't do the things I want to, despite understanding the fundamentals.

Problems I feel should be easy to solve (often regarding code structure) feel overwhelming and impossible, and I'm starting to worry that despite my enjoyment, maybe I don't have the "programmers mindset" that people talk about. On top of that, I've found things such as physics related problems often don't work how I expect them too. I really want to make fun games, and despite being hung up on these problems, I'm still determined to do just that!

TL;DR My question is, are there any good resources (preferably books) which help build problem solvings skills? And what can I do to learn more about how things work (physics, etc). Post-grad schooling isn't an option for the latter unfortunately, as I bombed through high school.
 

Deleted member 2620

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4,491
My takeaway from SmileBasic was that as cool as it is, the lack of any data structures outside of arrays was killer for me. I wish I could offer you some general advice that could apply in that framework, but I dropped it pretty quickly myself. Something like Pico8 or Love2D may be worth looking into?
 

Deleted member 7529

User requested account closure
Banned
Oct 25, 2017
365
My takeaway from SmileBasic was that as cool as it is, the lack of any data structures outside of arrays was killer for me. I wish I could offer you some general advice that could apply in that framework, but I dropped it pretty quickly myself. Something like Pico8 or Love2D may be worth looking into?

Not that it matters since you've already dropped it, but did you explore the RESTORE, READ, and DATA commands? I'm sure it's archaic compared to modern tools, but I see a lot of games built in SmileBASIC use those for their data structure.

Anyway, I did check out Pico8 sometime ago but dropped it for reasons I don't remember. I'd definitely be willing to give it another go, but having come out of homelessness just a few months back, I only have a 3DS and phone to work with at the moment, heh.

I'd not heard of Love2D, but after going through the site, it seems pretty interesting! I'll definitely keep it in mind for something to explore in the future. Thanks for that suugestion!

Since I forgot to mention it before, my ultimate goal is to hop from SmileBASIC over to a more modern language once I'm comfortable with writing code. I don't plan to dig my feet into this program and use it forever.
 

Sean Noonan

Lead Level Designer at Splash Damage
Verified
Oct 26, 2017
384
UK
I realise that I forgot to post a link for my Ludum Dare game :p

 
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Oct 25, 2017
3,686
I failed Ludum Dare even with 3 days this weekend. However, I did have a lot of time that wasn't spent developing. I spent about 6 hours trying to decide on an idea that would sound appealing and promising (which is ridiculous since I want to ideally have that decided in 1 hour max). Saturday I spent hours going to an event that I'd long had tickets for, and Sunday I spent hour(s) going out for lunch, some shopping, and miscellaneous stuff. Monday I spent a couple hours watching the Hearthstone release stream since that only happens a few times a year, plus I stopped working early instead of going to 9 p.m.

On one hand this all makes me feel like a failure. I didn't get a game out the last 2-3 Ludum Dares either, and before that I was doing a game almost every time. On the other hand, I feel like I ran into limits where it wasn't easy for me to do certain things with the AS3 library I used, and next time I really should try Phaser or a full-fledged engine. It was also kind of fun getting some basic things running, and I kind of want to keep developing for a week or two and see where it goes.

Is it weird to be torn in that I feel like I should discard the idea since I didn't finish it in the weekend, even though that doesn't make any logical sense? Yet I also want to continue despite knowing that without the time constraints of a Ludum Dare, I'm unlikely to finish.

I guess I'm asking someone to politely yell at me so I go through with making something playable. :P
 

_Rob_

Member
Oct 26, 2017
606
_Rob_ @ me when you haven't been playing Spyro >:P

That's a pretty backhanded way of asking me to never talk to you again...

I failed Ludum Dare even with 3 days this weekend. However, I did have a lot of time that wasn't spent developing. I spent about 6 hours trying to decide on an idea that would sound appealing and promising (which is ridiculous since I want to ideally have that decided in 1 hour max). Saturday I spent hours going to an event that I'd long had tickets for, and Sunday I spent hour(s) going out for lunch, some shopping, and miscellaneous stuff. Monday I spent a couple hours watching the Hearthstone release stream since that only happens a few times a year, plus I stopped working early instead of going to 9 p.m.

On one hand this all makes me feel like a failure. I didn't get a game out the last 2-3 Ludum Dares either, and before that I was doing a game almost every time. On the other hand, I feel like I ran into limits where it wasn't easy for me to do certain things with the AS3 library I used, and next time I really should try Phaser or a full-fledged engine. It was also kind of fun getting some basic things running, and I kind of want to keep developing for a week or two and see where it goes.

Is it weird to be torn in that I feel like I should discard the idea since I didn't finish it in the weekend, even though that doesn't make any logical sense? Yet I also want to continue despite knowing that without the time constraints of a Ludum Dare, I'm unlikely to finish.

I guess I'm asking someone to politely yell at me so I go through with making something playable. :P

MAKE SOMETHING PLAYABLE! You're named after a huge force of nature, you're avatar is one of the fiercest creatures to ever live; you can do this! If you're enjoying yourself making it, then continue, if not, then don't. I wouldn't get too hung up about missing self imposed deadlines, it's all a learning experience!
 

SaberVS7

Member
Oct 25, 2017
5,235
I guess I'm asking someone to politely yell at me so I go through with making something playable. :P

Just do like me and utterly ignore Ludum Dare while chipping away at one big long-term project ¯\_(ツ)_/¯

And speaking of long-term projects - I'm starting to see appeal behind textless storytelling. Setting up a universal Strings repository, complete with out of the box support for localizations (Which is probably a feature that will end up never going to use) - Is a BITCH. Actually, let me correct that - Setting it up was the easy part. Implementing hundreds of lines of dialog into a standardized format, complete with metadata (ie, the speaker's name, the facial-expression their portrait will use, which voice file will be played, and other crap), well, that was easy too, but GOD it became some absolutely dreadful menial labor fast. Only going to get worse when I start implementing the Codec/Radio/Phone system's myriad of side-scenes, let alone a full script for the entire game rather than just a demo.
 
Oct 25, 2017
3,686
Shaking my head in disgust
If this is your way of shaming me into something, it won't work!

MAKE SOMETHING PLAYABLE! You're named after a huge force of nature, you're avatar is one of the fiercest creatures to ever live; you can do this! If you're enjoying yourself making it, then continue, if not, then don't. I wouldn't get too hung up about missing self imposed deadlines, it's all a learning experience!
OK OK fine.
 

jahasaja

Banned
Oct 26, 2017
793
Sweden
So, I just spent a few hours drawing a character in code writing 368 lines of codes like this:
instance_create(obj_nec.x+18+n,obj_nec.y+28,obj_nec_partblack)
instance_create(obj_nec.x+19+n,obj_nec.y+28,obj_nec_partwhite)
instance_create(obj_nec.x+20+n,obj_nec.y+28,obj_nec_partblue)
instance_create(obj_nec.x+21+n,obj_nec.y+28,obj_nec_partblue)
instance_create(obj_nec.x+22+n,obj_nec.y+28,obj_nec_partblue)
instance_create(obj_nec.x+23+n,obj_nec.y+28,obj_nec_partblack)
instance_create(obj_nec.x+24+n,obj_nec.y+28,obj_nec_partbblack)

just to make a cool death scene that in the end I am not sure looks very cool :-I.
 

_Rob_

Member
Oct 26, 2017
606
So, I just spent a few hours drawing a character in code writing 368 lines of codes like this:
instance_create(obj_nec.x+18+n,obj_nec.y+28,obj_nec_partblack)
instance_create(obj_nec.x+19+n,obj_nec.y+28,obj_nec_partwhite)
instance_create(obj_nec.x+20+n,obj_nec.y+28,obj_nec_partblue)
instance_create(obj_nec.x+21+n,obj_nec.y+28,obj_nec_partblue)
instance_create(obj_nec.x+22+n,obj_nec.y+28,obj_nec_partblue)
instance_create(obj_nec.x+23+n,obj_nec.y+28,obj_nec_partblack)
instance_create(obj_nec.x+24+n,obj_nec.y+28,obj_nec_partbblack)

just to make a cool death scene that in the end I am not sure looks very cool :-I.

Well don't just tease it, where's the GIF!
 

WishyWaters

Member
Oct 26, 2017
94
For anyone interested, I thought I would share some updates on our usable items.

Last month I worked on usable items. This was a pretty big task for us. We have several mechanics that are different than most RPGs, and we wanted to make sure our usable items fit with those themes. On top of all the technical requirements, each item needed to have lore to fit into the game. So even a meager 15 items is now several pages of text.

Rift Shard:
Info: An item used to replenish health and mana of every party member. On death your number of usable Rift Shards is restocked. You can increase the number of uses, amount of health, and amount of mana restored through the use of rituals and other items. (aka Estus Flask)

Design Goal: We want to maintain a level of challenge for each encounter. Most games have trash encounters that whittle away at player resources. We want to respect the players time and ability by offering quick high challenge battles instead of a marathon of trash.
This system would break with the use of 99 items, but the player does need access to healing so they can recover between every few battles. So a replenishing healing item is the answer.

Lore:
A jagged crystal created by pure elemental power.

Use to recover some amount of health and mana for your entire party.

A rift is a breach between two realms of existence. These breaches act as open wounds between worlds and these shards act as the scab preventing further damage. Incarnates can use this as a link to their shattered soul and restore themselves and their allies.

There are several rituals that can be completed by an Incarnate to increase the power of Rift Shards.​


Purge Pellet
Info: An item used to restore your character at the last Checkpoint. On death a player will lose all of their experience points, but this item can be used instead to escape battle or to warp out of an area. When the player saves and exits the game, one of these items is automatically consumed, unless they are near a checkpoint.

Design Goal: We have no random battles and much fewer battles than other RPGs, so we wanted to limit the players ability to escape those battles. So we attached the ability to this item, and when used it comes with the penalty of moving them to the checkpoint, not just escaping. The player can "use" this item when they are out, but it is actually a forced death and it is treated as such.
So the item acts as Save Game fuel (think type writer tapes in RE) and a safety net for when they hit a hard encounter (think portal scroll in Diablo).

Lore:
A small sphere that reeks of alchemy.

Used by Incarnates to awaken at a familiar rift without losing experience.

When crushed in the mouth, one's blood will boil, their bones will turn to dust, and their mind will melt out of whatever remains. Originally created by the alchemists of <Eastern Land> to offer a quick way out for shadow agents, but the results were so horrific the agents preferred captivity, torture, and a more humane execution.​

Black Wine
Info: An item that fully restores all the hit points of a given target.

Design Goal: We wanted some usable items, but they will be rare, so they need to be powerful. I don't want the player to rely on potions to get through hard encounters throughout the game, but they should serve as a way to swing a battle. So we have a single healing item and it fully heals. It is rare to find, expensive to buy, and it takes up a precious inventory slot.

Lore:
A thick, dark fluid cut with a large amount of honey to mask its rotten copper taste.

Fully restore all hit points of a single target.

In most civilized lands, the item is illegal and the punishment for possession is death. In Bravehn, the liquid is legal and a common export. Its creation is one of the most heavily guarded secrets in hell, but is no doubt a vile process. Just to obtain the liquid requires horrible acts and the promise of souls.​



Our encounter balance has changed dramatically after giving the player the ability to heal up. For the better, but it results in some trickle down work in re-balancing some of our monsters.

I'm now working on Spells and the combat changes that go along with them.
 

DocSeuss

Member
Oct 25, 2017
1,784
Whoa, this looks great. tbh I think it pulls the mid-90s software renderer look off better than Dusk, from these shots.
David is going for a more direct Quake look. Jess does some weird thing where only some things have the shader on, in order to let us use the dynamic lighting and stuff. I think people have been comparing David to Quake and us to Silent Hill, and I'm definitely cool with that.

I wish we had a budget 'cause I'd love to get some RE/SH-style VA in there, but lol, nah. I'm hoping people realize this is more than just a walking sim. I got the impression that's what a lot of people thought it was.
 

Deleted member 2620

User requested account closure
Banned
Oct 25, 2017
4,491
Congrats to konjak , Iconoclasts is looking fantastic:



I wish we had a budget 'cause I'd love to get some RE/SH-style VA in there, but lol, nah. I'm hoping people realize this is more than just a walking sim. I got the impression that's what a lot of people thought it was.

Some quick googling gave me that impression, too. Good to know, though!
 

Minamu

Member
Nov 18, 2017
1,900
Sweden
I bought the Lighting Box 2 asset for Unity today, I hope it's as good as it seems. If not, eh, a Big Mac is more expensive :)
 

Noogy

Soloist
Verified
Oct 25, 2017
162
Colorado
Thanks! I was just about to do a mention myself in this thread, hah <3

Congrats, this is easily one of my most anticipated titles, so glad you were able to see it through to the end!

Myself, I'm FINALLY releasing a second game! Never Stop Sneakin' will launch on the Switch on Dec 14th (North America, Europe will follow some time later).

Coincidentally, it took me 46 months to create Dust:AET, and 23 months to create NSS. Half the time. I wish I could say that trend would continue with my third game, but I highly doubt it. This has been a very interesting, experimental game for me, and I accomplished a lot of personal goals. Hope you all enjoy it!

DQYxwBDUQAACxZh.jpg
 

Dancrane212

Member
Oct 25, 2017
13,962
Congrats, this is easily one of my most anticipated titles, so glad you were able to see it through to the end!

Myself, I'm FINALLY releasing a second game! Never Stop Sneakin' will launch on the Switch on Dec 14th (North America, Europe will follow some time later).

Coincidentally, it took me 46 months to create Dust:AET, and 23 months to create NSS. Half the time. I wish I could say that trend would continue with my third game, but I highly doubt it. This has been a very interesting, experimental game for me, and I accomplished a lot of personal goals. Hope you all enjoy it!

DQYxwBDUQAACxZh.jpg

Congrats!

Speaking off development timelines, I was surprised how quick things went from announcement to release date for NSS. Any particular reason you played things so close to the vest this time around?
 

Noogy

Soloist
Verified
Oct 25, 2017
162
Colorado
Congrats!
Speaking off development timelines, I was surprised how quick things went from announcement to release date for NSS. Any particular reason you played things so close to the vest this time around?

I've actually been working on a couple different projects, NSS just happened to be the one closest to completion (by a WIDE margin). I also wanted to have a relatively quick turnaround between announce and launch, mainly because I knew my announcing anything not named "Dust 2" would be contentious. I figured it'd be easier for some of my fans, rather than announce NSS two years ago and have them waiting on that.

The reason I fast-tracked NSS was because I really wanted to create something completely different than my first game. Granted, once again I misjudged how long it would take, but I'm really happy with the result. That said, I'm also excited for the other stuff I'm working on, and next time I don't plan on playing things so close to the vest.
 
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