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TIGSource ForumsCommunityDevLogsM.I.N.T (Mecha, Infantry, and Tactics)
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Author Topic: M.I.N.T (Mecha, Infantry, and Tactics)  (Read 70649 times)
Gregg Williams
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« Reply #340 on: October 29, 2013, 11:36:48 PM »

I suppose the biggest question for me at the moment, is if to make it touch friendly or not. I had originally envisioned tool tips and such providing lots of detailed info when desired and so forth, but that wouldn't translate well to touch at all, if we ever put the game on tablet.
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Belimoth
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« Reply #341 on: October 29, 2013, 11:38:38 PM »

You could always do: hold a button for tooltip, tap to push it.
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« Reply #342 on: October 30, 2013, 01:17:02 AM »

This looks crisp. Amazing. Can't wait to see how it will play int the end
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Gregg Williams
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« Reply #343 on: October 30, 2013, 09:47:55 AM »

New video showing off the isometric unit renderer in work, but also of the tweaked mech walk cycle.




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Gregg Williams
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« Reply #344 on: October 30, 2013, 01:32:04 PM »

Still tweaking the mech movement as well =_= really is a pain Smiley
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Gregg Williams
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« Reply #345 on: October 31, 2013, 09:28:56 PM »

You could always do: hold a button for tooltip, tap to push it.

Interesting idea, thanks.
Still working on HUD design, and some more mech tweaks. Interface design really is so important, especially the cursor side of things to.
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Gregg Williams
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« Reply #346 on: November 03, 2013, 01:03:05 PM »

So expect things to slow down again. Life is pissing on us some again.
« Last Edit: November 22, 2013, 07:26:17 AM by Gregg Williams » Logged

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« Reply #347 on: November 03, 2013, 01:11:15 PM »



i love this pixels
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Gregg Williams
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« Reply #348 on: November 20, 2013, 11:24:37 AM »

Well things are still pretty hit and miss at the moment, but we did manage to circle around and update the heavy mech walk cycle a bit more :D I'm really looking forward to lighter mechs that don't have this problem. We so shoulda just not worried about it or made mechs skate/moonwalk like crazy like every other mech strategy game. (I'm looking at you Front Mission)



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Gregg Williams
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« Reply #349 on: November 21, 2013, 12:07:19 AM »

Oh well really reworked things a half a dozen more times. It's frakking perfect now though. Smiley

http://retromite.com/WalkMix7.mp4
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« Reply #350 on: November 21, 2013, 11:08:31 AM »

Seems really jittery/sliding still.

To really lock the feet down you just don't move the object forward on a foot plant. It feels like you're trying to cover too much distance with a slow moving walk cycle. You either need to speed up the walk cycle in order to get the right amount of steps needed (think a small dog taking many steps to cover a short distance), or you need to lengthen the gait of the walk itself.

You can get away with maybe a couple of pixels sliding forward during the stepping but you definitely should freeze the movement when the foot is coming down and firmly planting.
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« Reply #351 on: November 21, 2013, 04:54:57 PM »

Seems really jittery/sliding still.

To really lock the feet down you just don't move the object forward on a foot plant. It feels like you're trying to cover too much distance with a slow moving walk cycle. You either need to speed up the walk cycle in order to get the right amount of steps needed (think a small dog taking many steps to cover a short distance), or you need to lengthen the gait of the walk itself.

You can get away with maybe a couple of pixels sliding forward during the stepping but you definitely should freeze the movement when the foot is coming down and firmly planting.

Amen to what Konidias said. Looks like just before what should be a last foot step is the jitter. Looking very fun tho!
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Gregg Williams
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« Reply #352 on: November 21, 2013, 05:03:43 PM »

Thanks for the feedback guys, question is this from the YouTube link or the mp4 vid?
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Gregg Williams
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« Reply #353 on: November 21, 2013, 06:12:07 PM »



Now working with the new unit renderer, composed of 6 parts/layers. Exhaust fumes turned off currently due to lack of idle animations Smiley

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« Reply #354 on: November 21, 2013, 06:29:24 PM »

Seems really jittery/sliding still.

To really lock the feet down you just don't move the object forward on a foot plant. It feels like you're trying to cover too much distance with a slow moving walk cycle. You either need to speed up the walk cycle in order to get the right amount of steps needed (think a small dog taking many steps to cover a short distance), or you need to lengthen the gait of the walk itself.

You can get away with maybe a couple of pixels sliding forward during the stepping but you definitely should freeze the movement when the foot is coming down and firmly planting.

I can back this up. It's a mech step, not a moonwalk. Especially since it's robotic, Koni said it perfectly. (this is the latest one, mp4 I believe, that I'm referencing)




Now working with the new unit renderer, composed of 6 parts/layers. Exhaust fumes turned off currently due to lack of idle animations Smiley

What feature is this highlighting exactly?
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Gregg Williams
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« Reply #355 on: November 21, 2013, 06:43:07 PM »

I can back this up. It's a mech step, not a moonwalk. Especially since it's robotic, Koni said it perfectly. (this is the latest one, mp4 I believe, that I'm referencing)

Thanks for the feedback as well. I generally agree that there is a tad bit of slide there, but I don't think we're going to put any more cycles into this at the moment, need to keep momentum going forward and not get bogged down to heavily in polish at this early stage. We're also hard pressed to find any strategy games with mechs that really do it better, although if anyone knows of some I'd love to see them. Front Mission tends to just 100% slide either completely (no walk at all) as well as with mechs that actually have a walk cycle.

I might play with at some point doing movement deltas tied to each animation frame, though this tends to be tricky to accomplish well, unless you start getting into dedicated ending animations as well due to it being easy to arrive at a destination mid animation cycle, etc.

Quote
What feature is this highlighting exactly?

Nothing in particular. Just progress, every unit we want to bring into the game, has to be converted into parts correctly to allow for visual customization. This hummer for instance has multiple tire options, weapon options, etc.
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« Reply #356 on: November 21, 2013, 08:28:02 PM »

Nothing in particular. Just progress, every unit we want to bring into the game, has to be converted into parts correctly to allow for visual customization. This hummer for instance has multiple tire options, weapon options, etc.

That's kinda what I thought...it looks like it's working Tongue
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Gregg Williams
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« Reply #357 on: November 22, 2013, 10:34:05 AM »

Alright another revision on mech walking, this time with a new movement system in place.

http://retromite.com/NewMechWalk.mp4

This is where it really stops though Smiley Thanks again Konidias, and all.
« Last Edit: November 22, 2013, 10:43:15 AM by Gregg Williams » Logged

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« Reply #358 on: November 22, 2013, 10:52:00 AM »

I'd just like to say I really like the look and style of the game so far!
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« Reply #359 on: November 22, 2013, 02:50:46 PM »

Looks spectacular. Hope all your dev stuff works out alright, because I'm really looking forward to seeing more of this game in action.
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