gimymblert
|
|
« Reply #360 on: May 02, 2016, 11:42:43 AM » |
|
yay! news!
Whats the idea with normal map?
Bake a simple mesh to a complex mesh to control and give smoother lighting on things like hair?
|
|
|
Logged
|
|
|
|
McMutton
|
|
« Reply #361 on: May 02, 2016, 07:52:07 PM » |
|
Kinda-sorta. The map will be completely flat aside from certain areas where the light should hit at harder angles. Here's the face, for example:
|
|
|
Logged
|
|
|
|
gimymblert
|
|
« Reply #362 on: May 02, 2016, 09:58:20 PM » |
|
I suspected as such but wasn't sure, basically what they use now for cel shading (see guilty gear xrd) or for tree shading.
They seems painted, do you renormalized the map after the hand paint? It avoid light problem (especially on part with blended colors), though you can use that as a perk too (longer tend to "overlight" and shorter tend to shadowed)
|
|
|
Logged
|
|
|
|
McMutton
|
|
« Reply #363 on: May 02, 2016, 11:11:38 PM » |
|
I haven't tried renormalizing it as of yet, but I think it's fine; I go in and paint each color channel separately, so the overall blend should be accurate.
|
|
|
Logged
|
|
|
|
gimymblert
|
|
« Reply #364 on: May 03, 2016, 09:42:35 AM » |
|
There is no way that's accurate lol but if it's visually fine that's the goal, that's good!
|
|
|
Logged
|
|
|
|
McMutton
|
|
« Reply #365 on: May 09, 2016, 09:31:40 AM » |
|
I totally knew that. Just testing you! >_> Anyway, I've gotten a good amount of work done on wall climbing and edge mantling. You’ve got your basic vine wall, whereupon you can climb in any of the four directions https://gfycat.com/ThriftyReliableBluefintunaThen ledge mantling, either when you reach the top of a climbing wall, or leap onto a ledge https://gfycat.com/EverlastingBabyishDodohttps://gfycat.com/FarflungDishonestFursealYou can jump from walls, too! https://gfycat.com/ImaginativeMessyAmericanbitternAttacking in four directions whilst climbing: Either above, to the right or left, or behind you. https://gfycat.com/ShorttermGroundedHydraI’ve decided to have Ellie’s shield, magical as it is, float alongside her rather than be anchored to her shield arm. It just meanders around her general left-ward vicinity when she’s not focusing on it, but when defense becomes necessary, she can control it directly making it incredibly fast. https://gfycat.com/EminentWhoppingKudu
|
|
|
Logged
|
|
|
|
gimymblert
|
|
« Reply #366 on: May 09, 2016, 10:37:24 AM » |
|
Amazing! At that point would you consider having an asset store action adventure template to sell?
|
|
|
Logged
|
|
|
|
Ishi
|
|
« Reply #367 on: May 09, 2016, 11:11:35 AM » |
|
This looks great! Have seen your character art in the 3D thread for a long time but never realised you had a devlog. Looking forward to seeing more on this
|
|
|
Logged
|
|
|
|
Dr.Electro
|
|
« Reply #368 on: May 10, 2016, 11:48:29 AM » |
|
Just realized that you are about to work even longer on your game than me.. 8 years? I must confess that i don't have any idea what the game will be play like in the end but i really like your recent character updates - but you should avoid the infinite loop of perfection when you want to ship the game
|
|
|
Logged
|
|
|
|
McMutton
|
|
« Reply #369 on: May 12, 2016, 12:33:33 PM » |
|
Thanks, guys!
~Not a bad idea, Jimym. If I do end up releasing one, it'd probably be after the game is done so it's all ironed out.
~I look forward to your continued patronage, Ishi!
~Come now, Doctor, you're exaggerating... It's only been six years.
It is a bit difficult to discern what the main gameplay will be considering the length of the thread, but for now just picture Legend of Zelda with multiple heroes and their unique skillsets in place of a collection of items and tools, and more of an emphasis on the journeying aspect. You're right about the infinite loop, though. Fortunately I think I've finally nailed down what I want to do so I can finally begin in earnest.
So today I've finally managed to get the normal dodging working consistently. Now I just need to work on getting it to work in combination with the dodging attacks and I'll be golden.
|
|
|
Logged
|
|
|
|
McMutton
|
|
« Reply #370 on: May 17, 2016, 11:55:10 AM » |
|
Messing around with tall grass:
Enemies making noise when walking in stuff like that will be useful when you're on the lookout for ambushes or enemies that are hiding. Ellie even has an ability that improves her hearing to make this easier.
I'm also planning on everyone being able to hold their attacks. Just clicking Attack will have them perform the windup + attack normally, but holding the attack button will have them do the windup and then hold it until you release the button. It should be pretty good for timing attacks.
Everyone's is a bit different, too. Ellie can move about while holding an attack. Gil is immobile, but he can rush forward during the swing itself to gain ground; he also charges his attacks while holding. And Van can just move at full speed while holding.
|
|
« Last Edit: May 17, 2016, 12:54:16 PM by McMutton »
|
Logged
|
|
|
|
gimymblert
|
|
« Reply #371 on: May 17, 2016, 12:20:00 PM » |
|
FIXED don't use the shorten form, the forum don't recognize them don't: https://youtu.be/5fWu4Ej_HD4
do: https://www.youtube.com/watch?v=5fWu4Ej_HD4
No suffix either all the &xxxxx both it too If you want to past the link without embeding it add a "?" after the link to prevent it, for the same reason. That said, the grass sound metallic, placeholder sfx? The convention in other game is that grass "hide" step sound! Tall grass is now the defacto "nature stealth" (ass creed, mgs5, tomb raider, uncharted, etc ...)
|
|
|
Logged
|
|
|
|
McMutton
|
|
« Reply #372 on: May 17, 2016, 12:57:20 PM » |
|
Whoops; Thanks, Gimymblert (Stopchangingyournamegeez)Yeah, most sounds are placeholder at the moment, since my microphone is pretty crappy. The convention in other game is that grass "hide" step sound! Tall grass is now the defacto "nature stealth" (ass creed, mgs5, tomb raider, uncharted, etc ...)
Which is silly; it'd hide you visually, but most certainly not aurally.
|
|
|
Logged
|
|
|
|
McMutton
|
|
« Reply #373 on: May 28, 2016, 01:38:56 PM » |
|
New camera stuff; This new version is far more stable than the last.
|
|
|
Logged
|
|
|
|
gimymblert
|
|
« Reply #374 on: May 28, 2016, 03:34:58 PM » |
|
Are you doing the trick where the camera angle align to the world metrics (ie soft snap along the grid angle)? I notice the camera seems to favor some angle when you turn. If that's the case that's great because it allow better alignment with path, wall and surface aligned on that grid too (for example to adjust angle to climb a ladder).
The rotation isn't really smooth though, the character jump out of focus jarringly, I had teh same problem when doing the sonic game, I end up not using a look at but pivoting directly based on an adjustable pivot target.
Also look at other game, the height never move until the character is in contact with the ground. It's made to stabilized control.
If you want I can direct you at many document to make a camera, that's quite not always obvious. Also see the homeMake devlog where I had shared some to great effects.
|
|
|
Logged
|
|
|
|
McMutton
|
|
« Reply #375 on: June 11, 2016, 10:41:02 AM » |
|
|
|
|
Logged
|
|
|
|
|
McMutton
|
|
« Reply #377 on: June 20, 2016, 12:48:07 PM » |
|
Thank'eh, ser! I appreciate the offer, but I've already got a composer lined up. Updated the Grandoon. He's MUCH better now: OLD NEW He's got big, stubby legs now! I'll be using a shader in-game that'll make the beard layers look much better together, as well.
|
|
|
Logged
|
|
|
|
|
McMutton
|
|
« Reply #379 on: June 20, 2016, 01:45:49 PM » |
|
I may give that a shot; could be good. Grandoon are big.
|
|
|
Logged
|
|
|
|
|