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1075927 Posts in 44152 Topics- by 36120 Members - Latest Member: Royalhandstudios

December 29, 2014, 03:57:33 PM
TIGSource ForumsDeveloperTechnical (Moderators: Glaiel-Gamer, ThemsAllTook)Super TIME Force uses skeletal animation?
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Author Topic: Super TIME Force uses skeletal animation?  (Read 544 times)
CharsAce
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« on: March 25, 2013, 08:15:07 AM »

http://api.viglink.com/api/click?format=go&key=de2ccb8ca8943c06669720e0a267a9f6&loc=http%3A%2F%2Fwww.neogaf.com%2Fforum%2Fshowthread.php%3Ft%3D529467&v=1&libid=1364227725319&out=http%3A%2F%2Fwww.youtube.com%2Fwatch%3Fv%3Dvsx2vtmeWNY&ref=http%3A%2F%2Fwww.neogaf.com%2Fforum%2Fforumdisplay.php%3Ff%3D2&title=9%20Minutes%20of%20Super%20T.I.M.E.%20Force%20Gameplay%20-%20NeoGAF&txt=http%3A%2F%2Fwww.youtube.com%2Fwatch%3Fv%3Dvsx2vtmeWNY&jsonp=vglnk_jsonp_13642279639613

The art style is retro. So I'm surprised to see that it uses skeletal animation. Does anyone have any idea what the internal resolution is for the game?
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nikki
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« Reply #1 on: March 25, 2013, 08:39:43 AM »

at the slowdown death moments like
http://youtu.be/vsx2vtmeWNY?t=44s
it seems obvious, I would guess that it's scaled by x2 or something.
but these are not facts that I know

or if you want to count it yourself isn't it : the resolution of the gamewindow / amount of (large) pixels you can see?


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Polly
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« Reply #2 on: March 25, 2013, 08:40:20 AM »

Does anyone have any idea what the internal resolution is for the game?

420x240
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nikki
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« Reply #3 on: March 25, 2013, 08:40:56 AM »

so that's x3 ?
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Polly
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« Reply #4 on: March 25, 2013, 08:44:41 AM »

so that's x3 ?
Depends on your TV / Monitor. It's x2 on SD, x3 on 720p, x4.5 on 1080p and x9 on 4K My Word!
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nikki
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« Reply #5 on: March 25, 2013, 08:52:32 AM »

 Embarrassed
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CharsAce
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« Reply #6 on: March 25, 2013, 08:55:58 AM »

If the internal res is so low why don't the rotated sprites distort more?
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Sam
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« Reply #7 on: March 25, 2013, 01:46:18 PM »

From the looks of it, most of the animations are effectively standard cycling through frames stuff. For instance the run animation isn't leg bones getting rotated, it's swapping between a handful of running-leg animation frames (which might well be handled internally as being placed on bones, but the bones are static).

From what I can see in that video, the only times the bone system is really used is for ragdoll when the characters die. Possibly also for when angling guns upwards, but that's restricted to 45 and 90 degree angles.
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Udderdude
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« Reply #8 on: March 25, 2013, 01:56:43 PM »

Can you please add a less horrendous looking link for me to click on? D:
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Netsu
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« Reply #9 on: March 25, 2013, 02:17:40 PM »

If the internal res is so low why don't the rotated sprites distort more?

From the looks of it I'd say those aren't rotated sprites. The bones seem to be pre-drawn at a number of different angles (8 or 16, not sure) and the closest available angle is used when drawing the ragdoll.
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Udderdude
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« Reply #10 on: March 25, 2013, 02:48:43 PM »

Really not sure what the point of doing that is, then. They could just as easily pre-render all the poses.
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Netsu
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« Reply #11 on: March 25, 2013, 02:52:54 PM »

Really not sure what the point of doing that is, then. They could just as easily pre-render all the poses.

Not really. 8 directions on, let's say, 10 bones gives 80 sprites and yet 1073741824 poses.
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powly
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« Reply #12 on: March 25, 2013, 03:02:42 PM »

If you want to do ragdolls, you kinda need skeletons at least for the physics calculations. Not going to guess what exactly they're doing, though Smiley
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CharsAce
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« Reply #13 on: March 26, 2013, 05:46:06 PM »

I got a reply from one the guys from Cappy on another forum. He said that skeletal animation is only used when they want to use the ragdolls. The rest of the animation is traditional animation.
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