Belimoth
|
 |
« Reply #40 on: October 19, 2011, 01:23:56 PM » |
|
Oh, it's a laugh, is it?  I wasn't sure if he was looking skyward or trying to headbang. I guess that explains the shoulder movement.
|
|
|
Logged
|
|
|
|
rek
|
 |
« Reply #41 on: October 19, 2011, 03:11:27 PM » |
|
Trying using that darker shade of green under the chin when he tilts his head back, that should help clarify what his face is doing
|
|
|
Logged
|
|
|
|
eigenbom
|
 |
« Reply #42 on: October 19, 2011, 07:50:27 PM » |
|
Update: Finished the initial refactor of physics into the entity-system. Here's a of a few spawned entities randomly jumping around. Still a few bugs in the physics system though. @momeka,@twobit,@sabajit thx! @rek cheers, i did a new version 
|
|
|
Logged
|
|
|
|
Pemanent
|
 |
« Reply #43 on: October 19, 2011, 11:05:02 PM » |
|
Niiice. The darker chin is sweet.
|
|
|
Logged
|
|
|
|
Montoli
|
 |
« Reply #44 on: October 19, 2011, 11:34:59 PM » |
|
Oh nice! I love the random plant-life you've got going on there. Particularly how the grass wiggles around when he walks by it. Really cool ambiance!
|
|
|
Logged
|
|
|
|
Ashkin
Guest
|
 |
« Reply #45 on: October 20, 2011, 12:47:42 AM » |
|
Hehe, that grass is cute :3
|
|
|
Logged
|
|
|
|
|
eigenbom
|
 |
« Reply #47 on: October 20, 2011, 10:31:56 PM » |
|
Thanks for the feedback peeps. Update: Nothing tangible today, but got lots of scrawls on paper about the rendering system, sprites, batching, composing sprites into bigger sprites, sprite anchors and pivots, layers, parallax, lighting, tinting, caching chunks of terrain as textures, dynamic lighting, mashing together the data-driven system with rendering somehow, and how a sprite can be specified. here's an example of the specification of a monster's head sprite, with three states, normal, laughing and dieing.. sprite { version = 1, -- version of the moonman sprite engine orientable = true, -- provide versions for facing forward, left and right sprite_sheet = "monsters/undead", -- the sprite_sheet reference states = {"nrml","laff","die0"}, -- fourCC codes for animation states width = 8, height = 10, frames = { nrml = { F_FORWARD = frame {x=0,y=8,ax=4,ay=8}, F_LEFT = frame {x=8,y=8,ax=5,ay=8}, F_RIGHT = frame {x=0,y=16,ax=3,ay=8} }, laff = { F_FORWARD = animation {duration = 0.1, loop = true, frames = {{x=0,y=32,ax=4,ay=8}, {x=8,y=32,ax=4,ay=8}, {x=8,y=32,ax=4,ay=8}}}, -- etc }, die0 = {} } }
|
|
|
Logged
|
|
|
|
Cellusious Games
|
 |
« Reply #48 on: October 21, 2011, 04:36:23 AM » |
|
Take my money now  It's really cool, and i would like to be a tester if you need one. Keep it up :D
|
|
|
Logged
|
|
|
|
delete me
|
 |
« Reply #49 on: October 21, 2011, 06:30:51 AM » |
|
Do you think it's wise hard coding the frames in there? I think it can be simple and time saving, but if you have a lot of sprites later it could get cumbersome...
Are you considering fixed width/height frames, or maybe even an editor?
|
|
|
Logged
|
|
|
|
eigenbom
|
 |
« Reply #50 on: October 21, 2011, 04:08:57 PM » |
|
@cellusious thx, i'll jot u down as a potential alpha tester  @xoorath This is kind of the file format, but meant to be human readable too. So if I ever get round to making a sprite editor, it will output a file like this. But I'll probably just make a sprite viewer and edit the script in real-time to see the effects in the sprite window. I see what your saying about the awkwardness of specifying individual frames, but I'll counter that with have a number of shortcuts like framestrip = {x=0, y=0, num=8}
which would abstract frames = {{x=0,y=0},{x=8,y=0},{x=16,y=0}, ... }
I'd love to make an editor, but I think that modifying a script in any text editor (or any other resource) while viewing the results immediately in the game engine will be enough.
|
|
|
Logged
|
|
|
|
namragog
Guest
|
 |
« Reply #51 on: October 22, 2011, 02:24:23 PM » |
|
I AM FOLLOWING THIS.
|
|
|
Logged
|
|
|
|
delete me
|
 |
« Reply #52 on: October 22, 2011, 08:35:02 PM » |
|
@cellusious thx, i'll jot u down as a potential alpha tester  @xoorath This is kind of the file format, but meant to be human readable too. So if I ever get round to making a sprite editor, it will output a file like this. But I'll probably just make a sprite viewer and edit the script in real-time to see the effects in the sprite window. I see what your saying about the awkwardness of specifying individual frames, but I'll counter that with have a number of shortcuts like framestrip = {x=0, y=0, num=8}
which would abstract frames = {{x=0,y=0},{x=8,y=0},{x=16,y=0}, ... }
I'd love to make an editor, but I think that modifying a script in any text editor (or any other resource) while viewing the results immediately in the game engine will be enough. Fair enough. I'm designing a few things like this too. It has it's benefits. =]
|
|
|
Logged
|
|
|
|
eigenbom
|
 |
« Reply #53 on: October 22, 2011, 10:51:38 PM » |
|
Update: I've decided to go with simple Lua-style files for specifying resources, such as sprites. The main reason is that I'm already using Lua for scripting, so it requires not much effort on my behalf (as opposed to using e.g., json, yaml, or xml). By using a Lua subset, it should be easy enough to parse if you don't have a lua interpreter. An example sprite definition file is below: -- resources/entities/monsters/jelly/sprite.lua sprite { name = "jelly_idle1", sprite_sheet = "entities/monsters/jelly/jelly.png", width = 8, height = 8, animated = true, loop = true, duration = 0.1, -- duration of each frame frames = {{x=0,y=0,ax=4,ay=8},{x=8,y=0,ax=4,ay=8},{x=16,y=0,ax=4,ay=8},{x=24,y=0,ax=4,ay=8}} }
sprite { name = "jelly_idle2", sprite_sheet = "entities/monsters/jelly/jelly.png", width = 8, height = 8, animated = true, loop = true, duration = 0.1, framestrip = {x=0,y=0,ax=4,ay=8,num=4} }
sprite { name = "jelly_shock", sprite_sheet = "entities/monsters/jelly/jelly.png", width = 8, height = 8, frame = {x=32,y=0,ax=4,ay=8} }
This is simultaneously a readable specification and legit Lua code (which executes the sprite callback three times with different parameters.) On the c++ side, we can call lua_dofile on this file (which executes it), setting sprite to be whatever function we want. For example, a resource listing tool might declare sprite to just print out its arguments, whereas the main game will declare sprite to register the sprite with the game and load the sprite_sheet image into memory. footnote: Storing data as Lua code is described in more detail in Programming In Lua 2nd Ed.
|
|
|
Logged
|
|
|
|
eigenbom
|
 |
« Reply #54 on: October 23, 2011, 01:29:09 AM » |
|
jelly jump! 
|
|
|
Logged
|
|
|
|
Ashkin
Guest
|
 |
« Reply #55 on: October 23, 2011, 01:53:38 AM » |
|
jelly jump!  That animation. It's... It's perfect. <3
|
|
|
Logged
|
|
|
|
|
BlueSweatshirt
|
 |
« Reply #57 on: October 24, 2011, 02:19:59 AM » |
|
I love this!  Your animation is charming.  The laughing/head bobbing slightly disturbs me though. Nonetheless, I look forward to playing this.
|
|
|
Logged
|
|
|
|
delete me
|
 |
« Reply #58 on: October 24, 2011, 06:22:25 AM » |
|
jelly jump!  This is an animation of me. For I am jelly.
|
|
|
Logged
|
|
|
|
eigenbom
|
 |
« Reply #59 on: October 24, 2011, 11:39:42 PM » |
|
|
|
|
Logged
|
|
|
|
|