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charliecarlo
Level 1
The Duke of Dementia
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« Reply #1 on: July 30, 2015, 12:28:16 PM » |
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This is beautiful nonsense. Please tell me that third image is Dadman throwing his son as a projectile weapon.
Eleven stars.
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Eric Winebrenner
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« Reply #2 on: July 30, 2015, 12:56:41 PM » |
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This is beautiful nonsense. Please tell me that third image is Dadman throwing his son as a projectile weapon.
Eleven stars.
Thanks! And yes, that son is most definitely a projectile weapon. Stay tuned for more updates!
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Eric Winebrenner
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« Reply #4 on: July 31, 2015, 06:36:10 AM » |
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Some early game pig fighting
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« Last Edit: October 05, 2015, 01:58:08 PM by Eric Winebrenner »
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charliecarlo
Level 1
The Duke of Dementia
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« Reply #5 on: July 31, 2015, 10:08:20 AM » |
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I think it'd look better if the son was running on the ground as well. Maybe have them holding hands, giving Dad a handle by which to chuck his offspring. Whose name is probably Chuck.
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Eric Winebrenner
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« Reply #6 on: July 31, 2015, 02:12:22 PM » |
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I think it'd look better if the son was running on the ground as well. Maybe have them holding hands, giving Dad a handle by which to chuck his offspring. Whose name is probably Chuck.
Thanks for the feedback! Your child's movement behavior is actually based on its Loyalty stat. The more loyal your child, the more they'll naturally run towards you. Right now I'm working on making the dad physically hold the child. I'll post a gif very soon
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charliecarlo
Level 1
The Duke of Dementia
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« Reply #7 on: July 31, 2015, 02:26:54 PM » |
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I was just concerned that Chuck appears to be floating in front of Dad. I assume that's placeholder.
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Mig (@wtfmig)
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« Reply #8 on: July 31, 2015, 03:51:37 PM » |
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Hahahahaha as a father, I'm horrified... i mean, in a good way? ish?
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Eric Winebrenner
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« Reply #9 on: July 31, 2015, 06:18:14 PM » |
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Hahahahaha as a father, I'm horrified... i mean, in a good way? ish?
Don't worry, you're not not alone. I'm not a father, but mine says that he's scared too. I finally got around to replacing the placeholder "floating" child effect with the unparalleled feeling of a physical embrace. Because there are many child variations, children are drawn using a static image, programmatically displaced and rotated. Creating Dad animations for holding every child would be suicidal, so we draw him is separate parts, the body and front arm. The front arm's spritesheet matches one-to-one with the rest of the Dad body, and matches its frame number with that of the body animation. This makes the arm animate with the rest of the body perfectly. For child positioning while holding, I assign a displacement and rotation value for every frame of the arm spritesheet. When the child collides with the dad, I disable its physics, and snap its location relative to the father using these frame values. The result what you see in the gif above! Next step is to make different arm positions for the "charge" portion of the throw, and the throw itself!
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« Last Edit: October 19, 2015, 05:42:44 PM by Eric Winebrenner »
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charliecarlo
Level 1
The Duke of Dementia
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« Reply #10 on: July 31, 2015, 06:26:07 PM » |
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For child positioning while holding, I assign a displacement and rotation value for every frame of the arm spritesheet.
If you've already made this value set, why not just use it for the arm itself as well? It doesn't appear that anything has been changed to the arm sprite other than its rotation.
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RyanHuggins
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« Reply #11 on: July 31, 2015, 06:29:08 PM » |
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If you've already made this value set, why not just use it for the arm itself as well? It doesn't appear that anything has been changed to the arm sprite other than its rotation.
Hey, designer here. This arm isn't only rotated, it's also moving according to the bounce of the walk animation. We typically follow and "implement first, optimize/clean-up later" approach to our game development. This was just an easier/quicker implementation for Eric and we might change it up later! Also, the child displacement isn't always the same as the arm (the arm can do anything, it's not rigid like the child), so Eric informs me that this was a better solution for him to allow for more dad arm movement and flexibility. Great for dad questing.
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Eric Winebrenner
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« Reply #12 on: August 01, 2015, 08:47:17 AM » |
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Just thought I'd show off Gravity Well, one of the upper tier child abilities
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« Last Edit: October 19, 2015, 05:44:38 PM by Eric Winebrenner »
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Namoii
Level 0
Collab between Onky and Cakeprediction!
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« Reply #13 on: August 01, 2015, 08:57:20 AM » |
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Lol, this is pretty neat . I really like the idea of throwing your child (and the powerups are cool too, like that gravity one) and those laser eyes of an enemy dad (I think) are really cool :D. Does the playable dad also get these? ^^
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charliecarlo
Level 1
The Duke of Dementia
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« Reply #14 on: August 01, 2015, 01:15:06 PM » |
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When gigantic pigeons ruin your picnic. That's the only real way for a Dad to deal with the problem.
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Eric Winebrenner
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« Reply #15 on: August 01, 2015, 07:44:03 PM » |
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Lol, this is pretty neat . I really like the idea of throwing your child (and the powerups are cool too, like that gravity one) and those laser eyes of an enemy dad (I think) are really cool :D. Does the playable dad also get these? ^^ Thanks! The playable dad does get abilities, but as of now we're not planning on giving him laser eyes
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Eric Winebrenner
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« Reply #16 on: August 02, 2015, 01:15:44 PM » |
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Escort Missions!
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« Last Edit: October 19, 2015, 05:44:20 PM by Eric Winebrenner »
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Voltz.Supreme
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« Reply #17 on: August 02, 2015, 06:45:54 PM » |
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Ha! This looks hilarious!
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SolarLune
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« Reply #18 on: August 02, 2015, 07:44:59 PM » |
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This truly is
something else.
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Eric Winebrenner
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« Reply #19 on: August 03, 2015, 08:49:09 AM » |
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We finally have visual child level progressions! Whenever a new active child ability is gained, it will evolve. Each class looks different, with 3 stages, changing at levels 3 and 5. The Jock class transformation
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« Last Edit: October 19, 2015, 05:44:02 PM by Eric Winebrenner »
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