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Type: Posts; User: qoxolg

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    Well, that was almost one year ago! :o but...

    Well, that was almost one year ago! :o but progress is progress!

    for the zoom in and out, how does that work? I would maybe try to bind it to the movement speed (so faster movement would zoom out...
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    So whatís the good thing about tile maps? I...

    So whatís the good thing about tile maps? I always thought 2D games would work the same as 3D where the 3D model and the collision volumes are separate. In UE4 the game does generate a collision...
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    Well, of course you have to learn stuff one thing...

    Well, of course you have to learn stuff one thing at a time. I didn't learn everything at once. For each core skill I easily took more than a month to just learn that one thing. At the same time I...
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    I love learning new things. It can be a really...

    I love learning new things. It can be a really enriching experience. Working on all aspects of my game made my respect for the proís even bigger. And in the end, I am a living example that any of...
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    Haha, and thats where the gameplay part is...

    Haha, and thats where the gameplay part is starting to become time consuming, depending on how well documented Unity is. UE4 has lots of documentation, but the important and mundane stuff is very...
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    Making games the efficient way is all about...

    Making games the efficient way is all about recycling! Did you know I only use 4 rock walls in my game so far? Some I even use as a floor, because, why not? The smart thing to do is to make modular...
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    Pro tip: donít worry about perfection at this...

    Pro tip: donít worry about perfection at this point, because when you are further into development, your skills will probably have improved enough to fix stuff that currently takes a ton of time....
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    There is no reason to run out of programming...

    There is no reason to run out of programming work. You can simply expand your game with more gameplay elements. You can turn this all the way until you reach metroidvania nirvana :wacko: thatís how...
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    The new attack animations are looking good!...

    The new attack animations are looking good! Whatís up next? Still gonna work on movement programming, or are you gonna start with level logic? Itís a good idea to quickly start with building a start...
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    I would maybe add one more frame between frame 2...

    I would maybe add one more frame between frame 2 and 3, to make the start up slightly slower to give this feeling of acceleration and weight.

    For the hair, make it lag behind the head one or two...
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    Yeah, I meant them in percentages. 3D animation...

    Yeah, I meant them in percentages. 3D animation works with frames per second so the speed depends on how many FPS your animation is. 3D animation works with key frames and it calculated everything...
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    Hmm I think I prefer the first animation where...

    Hmm I think I prefer the first animation where you use the step in. I could show you my setup for saber slashes, but they arenít super good. My general setup is like:
    - 10 frames to move into...
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    It is???? Nooooo drawing is the most relaxing...

    It is???? Nooooo drawing is the most relaxing thing I can think of! My advice, if you are the same type of person as me, is to occupy your audio part of your brain with something else. Sometimes...
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    Ha, well programming will start to take longer...

    Ha, well programming will start to take longer when you get to more complex systems and timing in attacking mechanics and enemy AI. It does depend on how you want to solve your gameplay 'problems'....
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    Between the rising and falling animation I would...

    Between the rising and falling animation I would put one frame where the knees are switched to create this cycling motion near the summit of the jump.

    for the foreshortening of the arm. This could...
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    Thats looking like its going in the right...

    Thats looking like its going in the right direction!
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    Ohohoooo yes! Just like the concept art! Does...

    Ohohoooo yes! Just like the concept art! Does this mean some of the other art I made for you will make it into the game?
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    I don't think, when jumping in general, your body...

    I don't think, when jumping in general, your body makes much of an angle. What happens when going up, is that the legs also sweep up in sort of a cycling motion. This happens especially when jumping...
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    Depends on which frame we are looking at

    Depends on which frame we are looking at
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    I would do it in Photoshop. you could either...

    I would do it in Photoshop.

    you could either start with a painting and then down-size it nearest neighbor and then clean up. Though you probably donít have a tablet.

    you can also directly start...
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    You could also make a line trace to the ground...

    You could also make a line trace to the ground and check which surface is below you while in the air. If the surface is water, you can use a diving animation with the head facing towards the water...
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    Thatís how I made my jump animation for my game....

    Thatís how I made my jump animation for my game. It is actually 3 separate animations that get triggered by certain events the game Engine has build in:
    1: lift off! Triggered by pressing a button...
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    I prefer the doubled frames. Looks more flowy.

    I prefer the doubled frames. Looks more flowy.
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    Flap around maybe? Other then that it looks good...

    Flap around maybe? Other then that it looks good imo. Reminds me of ninja running
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    Looking pretty good! Try to make the upper...

    Looking pretty good!

    Try to make the upper body slightly go up in the frame where the legs are next to each other. If you can: Try also moving the arms (arms move in the opposite direction from...
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