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Claw
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« Reply #75 on: June 10, 2012, 06:59:15 AM » |
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Mine is using an orthographic view - not sure if maybe your perspective matrix would distort the width of what you draw? I've not used anything other than orthographic stuff in a while now so can't remember much of the maths behind it - try setting the 45 FoV to 90 maybe? Complete guess though 
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kamac
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« Reply #76 on: June 10, 2012, 07:19:11 AM » |
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Setting fov to 90 degrees didn't help. Instead, I try to switch to ortho projection now. Thing is, I cannot see anything when doing so  I have switched to 800x600 window for tests, so now I have: glm::mat4 Projection = glm::ortho(0.0f,800.0f,600.0f,0.0f,0.0f,100.0f); glm::mat4 View = glm::lookAt( glm::vec3(0,0,1), //camera is at 4,3,3 in the world space glm::vec3(0,0,0), //looks at the origin glm::vec3(0,1,0) //head is up. (0,-1,0) to look upside-down. ); glm::mat4 Model = glm::mat4(1.0f); // changes for each model. glm::mat4 MVP = Projection * View * Model * glm::translate(64.0f,64.0f,0.0f);  Still, cannot see anything.
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Claw
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« Reply #77 on: June 10, 2012, 07:58:16 AM » |
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Sorry I have no idea  Might be better off asking in the technical sub-forum, I don't use matrices on a daily basis so I'm scratching my head looking at that. Although, the ortho matrix should do the same thing as I was doing in my shader, maybe try it without one or the other?  again not sure
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kamac
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« Reply #78 on: June 10, 2012, 08:04:05 AM » |
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Alright, thanks for helping through  What are you using instead of matrices? PS. Sometimes I want to go and hug OGL 1.1 - my old, good friend... Everything was easy there. glOrthof was giving me pixel coordinates and I could draw something using glBegin and glEnd 
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Claw
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« Reply #79 on: June 10, 2012, 11:44:45 AM » |
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I just never end up using matrices, anything near them I just do easier vector maths instead  Weekend's productivity: - Found a horrrrrrible bug, not fixed - not sure how to go about it just yet
- Got the basics of the starting area laid out and added a tiny bit of polish
- Drew a bunch of tiles, a lot of variations on other tiles to make sections of the same tile less repetitive
- Wrote out a historic timeline of the story.
- Clearer vision of the bigger picture
- Mostly design work this weekend, need to crack on fixing bugs and coding more stuff - like mechanics and actual content
It's weird to see so many reactions here and there over the internet, seems a few blogs and indie sites keep picking up on this and writing stuff - cool! But strange 
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Claw
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« Reply #80 on: June 11, 2012, 01:00:52 PM » |
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Focus today was movement and control: - Fixed one-way platform bug
- Prototyped some physical mechanics with slopes but felt like crap so dropped it, got some know-how out of it though so not all lost
- Threw in some hooks for pushing animations against walls etc. Animation/sprite looks like total ass at the moment, finding it difficult to portray animation using 2 colours and a 16x16 sprite size

Still not sure how to structure the world environment, want to get cracking with some solid level design and implementing puzzles, yet I keep ending up re-constructing the start area. Current version is not very forgiving to the new player... In other news, indie game the movie out tomorrow. Stoked. EDIT: Forgot I had an image...  Broken leg or what.
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andotherisms
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« Reply #81 on: June 11, 2012, 02:11:14 PM » |
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Very artful and atmospheric. I really enjoy the visual and sound effects when you switch to the shadow character.
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GCshepard
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« Reply #82 on: June 13, 2012, 03:46:03 PM » |
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If that's a frame from the pushing animation, the only thing I could see it needing is the reduction of one pixel between the head and arms to separate the two.
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Claw
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« Reply #83 on: June 14, 2012, 12:53:31 PM » |
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Very artful and atmospheric. I really enjoy the visual and sound effects when you switch to the shadow character.
Thanks  If that's a frame from the pushing animation, the only thing I could see it needing is the reduction of one pixel between the head and arms to separate the two.
I was going for a sort of 'straining to push' look like sonic on megadrive/genesis where he's putting all he's got into pushing. Although working at 16x16 maybe I should try separating them out like you suggest. This is what I've got right now - not seen it without all the make-up on (so to speak) and it looks pretty bad, animation doesn't seem to flow:  Peak behind the curtain here, this is what the sprite actually looks like before post-processing stuff. I'll keep working on it at some point, any words of wisdom appreciated - I am not a great animator. Figure I'd post less than daily in here as I realised I was posting boring shit that didn't need feedback anyway  But I'll keep stuff updated relatively regularly still. In other news IGTM was cool. Made me want to grow a beard.
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Sheep
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« Reply #84 on: June 14, 2012, 01:04:13 PM » |
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You better be finishing this game so I can kill it with an overload of money!  The concept is incredible, amazingly innovative! I can't wait to see further progress!
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kamac
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« Reply #85 on: June 15, 2012, 08:04:20 AM » |
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Claw, you'd be better with moving his head up & down slowly while pushing the block! That would look way better then.
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LaughingLeader
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« Reply #86 on: June 15, 2012, 08:56:15 AM » |
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I was going for a sort of 'straining to push' look like sonic on megadrive/genesis where he's putting all he's got into pushing. Although working at 16x16 maybe I should try separating them out like you suggest. This is what I've got right now - not seen it without all the make-up on (so to speak) and it looks pretty bad, animation doesn't seem to flow:  Peak behind the curtain here, this is what the sprite actually looks like before post-processing stuff. I'll keep working on it at some point, any words of wisdom appreciated - I am not a great animator. Awesome game so far. Here's an idea - For the pushing animation, you could possibly have a slower push with more struggle in the beginning, then as the push gets momentum his push animation is like the one you have there. Sort of like a "HNNGGG" type of feel at the start of the push, then the block slides easier and he moves with the momentum. That could convey the "straining to push" thing you want to go for a little easier.
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SolarLune
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« Reply #87 on: June 15, 2012, 09:22:15 AM » |
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Close the eye closer to the block, and push his face up against the block, as well, perhaps giving it a bit of 'squish', like his skin is compressing against the wall. An idea of how the squish would look is to add a single pixel to the upper-right corner of his head, and perhaps add another one above that. I think his push needs to start closer to the block, and extend further out, which would mean one or two more frames. It should be a slow push, and then a quicker 'catch up' where he replants his feet.
Great looking game, again. Keep it up!
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Claw
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« Reply #88 on: June 15, 2012, 11:15:06 AM » |
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@Sheep - hah thanks @Kamac - I tried that first time round but it turned out bad, but mostly because my animation skills suck  and I think it needed more frames. But I'll give it another shot, I think you're probably right he should move up and down a bit. @LaughingLeader - Thanks, yeah what your saying makes sense, but the animation will also be for pushing against a static wall like Sonic did in them ol' classic games. If the player's pushing a moveable block the transfer of momentum will be handled so their speed will decrease at first like you say, maybe I could use two separate animation states for this though, like a begin push and constant push? Hmm.. @SolarLune - Closing the eye! I never thought about that, thanks! I'll give that a go too. I tried the 'squeezing' of his head against the wall actually but couldnt get it right, looked like he had a horn or something when I drew it  Again, I'll try it once more. Definitely think I'm gonna need more frames, and a more gradual transition between leg positions. Thanks for the input guys  I'm currently doing level the design for the first 'area'. I'm on version 3 at the moment, all 3 versions have been totally different so far but I think this ones in the right direction. I'm actually putting some puzzle navigation in now which is fun, keeping it subtle as I ramp it up - not put any 'proper' puzzles in yet. I'm making it up as I go with the level design, so might take a few revisions and a lot of fine tuning to get it right, it's fun though - and starting to make some sense (even though I've only done a teeny tiny fraction of the map).
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LaughingLeader
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« Reply #89 on: June 15, 2012, 11:30:47 AM » |
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@LaughingLeader - Thanks, yeah what your saying makes sense, but the animation will also be for pushing against a static wall like Sonic did in them ol' classic games. If the player's pushing a moveable block the transfer of momentum will be handled so their speed will decrease at first like you say, maybe I could use two separate animation states for this though, like a begin push and constant push? Hmm..
Yeah, kinda like in Sonic how he's got the "slower walk, starting to gain speed" animation, then it transitions into the "sprinting faster now" animation. I'm currently doing level the design for the first 'area'. I'm on version 3 at the moment, all 3 versions have been totally different so far but I think this ones in the right direction. I'm actually putting some puzzle navigation in now which is fun, keeping it subtle as I ramp it up - not put any 'proper' puzzles in yet.
I'm making it up as I go with the level design, so might take a few revisions and a lot of fine tuning to get it right, it's fun though - and starting to make some sense (even though I've only done a teeny tiny fraction of the map).
How do you go about designing the levels? Do you jump straight to an editor or whatever you use to make the level, or do you rough out some ideas on paper first? Just curious since I'm at the level design stage with my current game too.
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