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879400 Posts in 32976 Topics- by 24364 Members - Latest Member: caraag31

May 24, 2013, 02:40:37 AM
TIGSource ForumsDeveloperFeedbackDevLogsTHE BIRTCH (Celtic Platform Slasher)
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Author Topic: THE BIRTCH (Celtic Platform Slasher)  (Read 2489 times)
waxx
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« Reply #15 on: November 27, 2011, 01:50:42 PM »

DAY #8 - CODEFIELD
  • Animation editing is finally done!
  • Tweaked the way skeleton is rendered
  • Rewrote huge chunk of anims handling and transformations code

I could probably name more aspects that I covered in last two days of my work but hey - what's the point? Essential part is that I can finally edit animation with all the rotating that works smoothly and interpolates the way it is supposed to. I'll code saving tomorrow and then start to work on game engine itself. FINALLY.

Below little teaser from the editor (I know there was supposed to be vid but this thing is still kinda raw)



 
@PompiPompi
Yes, we'll use for him (and other characters) our skeletal animation system.
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« Reply #16 on: November 27, 2011, 11:33:07 PM »

Oh my, this is amazing Shocked
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ANtY
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« Reply #17 on: November 28, 2011, 01:44:41 PM »

DAY #9 - 'ART' UPDATE


Barbarian concept

Yeah, I know it's not much but for my excuse I came home yesterday's evening and I got caught up by doing photo studies ( http://everyday-im-drawing.blogspot.com/2011/11/cesar-wip.html )  Embarrassed

I talked with waxx and he agreed with my ideas about gameplay details. When we started the project we didn't decide anything besides that it's gonna be a celtic slasher in an abstract world. When I wasn't home I had some time to think about the game and now we have everything designed.
It's gonna be a mix of a slasher and something that I call 'experience game', but 'exploration' should fit here too.

We know already how will traveling between different places work and I have some cool ideas and sketches for some of those places.

tl;dr:
We will show you some cool stuff ASAP  Wizard
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waxx
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« Reply #18 on: November 29, 2011, 01:12:04 PM »

DAY #10 - CODEFIELD
  • Loading animations done!
  • Saving animation also done!

Yeah, not that much today but my schedule is quite tight lately and I was really busy in past two days... To make things worse my mouse semi works at the moment. Right button seems totally broken and left button reacts to 1/20 of my clicks (good luck coding with that). I ordered new one yesterday but unfortunately I'm still waiting for the delivery. Hope to get this crap solved as soon as possible.
« Last Edit: December 01, 2011, 01:56:15 PM by waxx » Logged

ANtY
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« Reply #19 on: November 30, 2011, 02:45:55 PM »

DAY #11 - ART UPDATE

  • Nearly finished Barbarian Warrior's sprite
  • Barbarian Man At Arms sketch
  • Barbarian Shaman sketch

Tried to use the Skeletal Animation software that waxx made but we've found some things to tweak because atm the app isn't very user friendly ^^



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waxx
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« Reply #20 on: December 01, 2011, 01:59:14 PM »

DAY #12 - CODEFIELD
  • Added bones list in animation tab
  • Tweaked rotating to be more intuitive as ANtY gave me some feedback

Not much today, but hopefully I'll have more time to code in next couple of days. Would be great to finally rest from editor and focus on game engine...
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ANtY
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« Reply #21 on: December 02, 2011, 02:59:26 PM »

DAY #13 - ART UPDATE


WiP Barbarian Sorcerer

My work pace is slower lately because I have no idea what to work on, I mean, before the editor will be finished I can't work on animation. We also don't know yet how will look tech side of levels, etc. so I'm not starting that too. So, until the game will start shaping up my pace will be slow, in the meantime I'll work on my drawing skills, etc.   Well, hello there!

Dunno if I can tell u but waxx told me that tomorrow's gonna be a coding day  Noir
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waxx
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« Reply #22 on: December 03, 2011, 02:07:00 PM »

DAY #14 - CODEFIELD
  • Game project finally started!
  • Basic entities code
  • Collisions with skeletons
  • Colliding events and interactions between entities

Unfortunately my coding day turned out to be fail as I had concert today and had to spend some time on last rehearsals as well as wasting few hours to get new clothes (gotta suit up for those things). Spare time came around 9pm and I couldn't even use to its fullest extent - cant stay up that long because tomorrow is busy day again from the very early morning :< And I'm freaking tired anyway. So after all I sat for that one hour to get basic engine capabilities done and to keep up consistency.
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ANtY
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« Reply #23 on: December 04, 2011, 02:23:06 PM »

DAY #15 - ART UPDATE



Main menu sketch

I also did some other fast drawings with game's characters but they are too unpolished to show ^^
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ANtY
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« Reply #24 on: December 08, 2011, 10:36:47 AM »

We started to notice many problems with coding side and overall tech stuff that we didn't know how to solve. Then we thought about making it 3d, it'd solve some problems. But then we noticed that it's not a small project and we didn't accomplish anything before so it's like we won't make it!
So we put this project on a hold and decided to make something REALLY not so big.

 Embarrassed Embarrassed Embarrassed Embarrassed Embarrassed
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