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890960 Posts in 33519 Topics- by 24759 Members - Latest Member: multifractal

June 18, 2013, 02:44:46 PM
TIGSource ForumsDeveloperFeedbackDevLogsmoonman
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Author Topic: moonman  (Read 86551 times)
eigenbom
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« Reply #30 on: October 17, 2011, 01:12:38 AM »

just got a few mins today, so did some whacking tests ... O_O

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negativeview
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« Reply #31 on: October 17, 2011, 04:59:12 AM »

The first one seems a little slow. Really love the rest, especially the bounce in the hammer.
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eigenbom
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« Reply #32 on: October 18, 2011, 12:23:45 AM »

@negativeview cheers for the feedback

here's some more tests ... i'm getting ready for a 3 day moonman coding sprint tomorrow!!

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eigenbom
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« Reply #33 on: October 18, 2011, 01:34:10 AM »


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Belimoth
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« Reply #34 on: October 18, 2011, 07:06:47 AM »



I feel like the top of the head should lower when the chin comes up, unless this is some crazy moonman anatomy thing. It makes it seem like his neck connects to the top of his head.
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xoorath
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« Reply #35 on: October 18, 2011, 11:01:44 AM »

I really like the spin animation. Your art is graceful, and it makes me smile. That little green guy has personality.  SmileyHand Thumbs Up Right
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eigenbom
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« Reply #36 on: October 18, 2011, 01:14:23 PM »

@belimoth thx for the feedback. i had another go, taking your comments into account. looks a little better, but still not quite right..



@xoorath thx a lot! i was unsure about doing the art and sprites myself (i'm much more a programmer than artist), but I'm glad someone likes it. Smiley
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Pemanent
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« Reply #37 on: October 18, 2011, 07:33:58 PM »

Yeah I love this guy so far. I hope his story and background fit him.
haha his mouth becomes one with the background. I think maybe a very very dark grey background would be better.
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eigenbom
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« Reply #38 on: October 19, 2011, 12:21:54 AM »

Update: Major refactoring today. I merged my entity system with the main codebase, and I'll continue this tomorrow - adapting the physics and collision system to work with the new entity-based design.

But to keep this devlog interesting, here's a few more animation tests ...

@pemanent nice observation, heres a more subtle laugh with a lighter background..


decreased strut factor:


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Momeka_
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« Reply #39 on: October 19, 2011, 03:46:58 AM »



I love it.
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twobitart
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« Reply #40 on: October 19, 2011, 06:21:08 AM »

decreased strut factor:


I like the little flick you get in his "hand" at the end of the walk cycle. And I totally love that the grass is affected by you as you walk. It's as if it's afraid of you stepping on it!
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sabajt
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« Reply #41 on: October 19, 2011, 07:04:30 AM »

decreased strut factor:


I like the little flick you get in his "hand" at the end of the walk cycle. And I totally love that the grass is affected by you as you walk. It's as if it's afraid of you stepping on it!

It better be afraid, because Moonman might zap it with his invisible laser vision.  At least that's what I think is going on here  Tongue
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Belimoth
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« Reply #42 on: October 19, 2011, 01:23:56 PM »

Oh, it's a laugh, is it? Big Laff I wasn't sure if he was looking skyward or trying to headbang. I guess that explains the shoulder movement.
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rek
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« Reply #43 on: October 19, 2011, 03:11:27 PM »

Trying using that darker shade of green under the chin when he tilts his head back, that should help clarify what his face is doing
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eigenbom
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« Reply #44 on: October 19, 2011, 07:50:27 PM »

Update: Finished the initial refactor of physics into the entity-system. Here's a video of a few spawned entities randomly jumping around. Still a few bugs in the physics system though.

@momeka,@twobit,@sabajit thx!
@rek cheers, i did a new version


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