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March 28, 2024, 03:09:20 PM

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TIGSource ForumsCommunityDevLogsA Project 2D..Platformer
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kanabeach
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« Reply #20 on: June 03, 2016, 10:57:04 AM »

Hellohello,

Update Widget AI..

Here, if we run, the alert sound, but if we move slowly, we do not make noise even though we has seen it ,the AI attack less than 100px, designed for zombies and skeletons ..

AI noise + distance:


Here, the AI moves to the noise we make without being seen, and as soon as it is visible, it normally attack..

AI noise + distance + see:




After I attack has the smell .. I will be 7 to 8 models for the start ..

I also work to see what system I'm going for the dark part of the caves, etc ..... he must take some memory ..

Begining the light system..

Système Raycast 64 points:







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kanabeach
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« Reply #21 on: June 06, 2016, 06:11:34 AM »

Hello,

Little test with two characters or more..





it's a track I test to have a different gameplay with character..
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kanabeach
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« Reply #22 on: June 19, 2016, 09:47:45 AM »

Hellohello,

Update Widget AI..



Ideas:
1) It is necessary that the IA forward, backward facing the personal, can dodged or blocked the attack.
2) Refer also to the AI are the only distance not always stuck Player, can attack triggered a distance.
3) Allow 3 or 4 shots and more to diversify the different attacks and distance ..
4) Provide random moves when not alert ..
5) Provide Hitbox and see if there be collisions between them ..

Test in game..
http://www.youtube.com/watch?v=dPzj3LmJ-2k&feature=youtu.be
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zminusone
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« Reply #23 on: June 19, 2016, 08:10:00 PM »

Wow this is sweet! I don't understand all the stuffs I'm looking at though... but looks sweet! We going to get to stab the minotaur in the mouth like God of War? Wink  Toast Right Toast Left
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kanabeach
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« Reply #24 on: June 22, 2016, 10:31:40 AM »

thanks zminusone,

For your question,why not..

Here's the clean version of the attack mode. it is from this basis that I will change the widget ..

Already integrated:
- Basic movements = walk, backward, idle, dash.
- Shares = 1 shot attack.
- Consideration of sight / distance / noise

The dash will be replaced by running, because I do not run the anime then I put a jump ..

planned:
- Mode "patrol"
- Add movement = jump, falls to the ground, each collision.
- Shares = dodge, other attacks, taunts, charge.

in video:
https://www.youtube.com/watch?v=kb0eyXCZhvE&feature=youtu.be
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kanabeach
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« Reply #25 on: July 22, 2016, 09:41:04 AM »

Hello,
I put you some work already done since the last time ..

AI melée:






AI range:



test of protect with the decor




Update of the engine..

Adding a gauge for climbing, as the endurance..cela allows not to remain suspended heures..il remains only the time set ..



Readjustment of the slide with the addition of a third slide speed before the fall ..



I also worked a bit on the physical special effects..



Some of attack animations that I added..in left hand there is a knife ..





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kanabeach
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« Reply #26 on: July 22, 2016, 09:50:05 AM »

before going on holiday I am working on the level design ..

example..



I'm also working on a second project (survival horror like Resident Evil with multiples characters,this name is "Virus") that I will reveal later, that's why I put a little temp has put news ..
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kanabeach
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« Reply #27 on: August 15, 2016, 09:27:08 AM »

Hello,

small example of flora..





or wall for the inside castle,crypt,catacomb ..










Upgrade de la Crypt..the light will be worked in 3DS Max for the background and under Fusion for real..


Before:


Now:


In the game, the torches are ancient animations I resized by lack of time, the hot spot crap a little ..but it gives an overview


Beginning of the establishment of the level with the new camera system, the red line indicates the size of the window, there will be points to control, so I could hang, down, etc ... and it will be easier for the level design ..



I readjusted the combat mode for more speed in the engine..it is less complicated for the playability..

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kanabeach
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« Reply #28 on: August 20, 2016, 10:42:00 AM »

Hello

little test with Fx..ground pound dust and slip dust..

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rj
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« Reply #29 on: August 20, 2016, 12:58:47 PM »

oooh. this is smooth.
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kanabeach
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« Reply #30 on: August 21, 2016, 10:13:19 AM »

Thank you RJ..

I worked a bit on the 3D rendering with a light source and tweaked the output setting like that .. the character has the same light it right or left, the default given another aspect when the we changed side ..

The old is left, the new on the right ..

en 640x360





en 1280x720





I began to rework the definitive animations later I will integrate ..because I spend a lot of time on a single ..I will all upgrades and add the animation of the tunic, the node and the dagger that was added ..





animation with the tunic that moves..





That conclusion, which, the resolution will be 640x360 with 3 options HD / FHD and Fullscreen..the camera mode is finished, I will show the next time ..
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kanabeach
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« Reply #31 on: August 22, 2016, 10:26:54 AM »

Hello,

I still have a worked on animations ..

that the attack jump or I have fallen back on the existing fall, for a future integration into the engine:


is also working on an animation of fall but when the ground break ..


real speed.


here is the new camera system in video.
https://www.youtube.com/watch?v=mwPV4mNrslw&feature=youtu.be


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kanabeach
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« Reply #32 on: August 24, 2016, 11:14:36 AM »

Hello,

I set the Edge system so that the character is hanging in animation when the feet are glued to a wall and suspended mode when it is no wall contact of the feet .. I'll have to do animation idle wall ..



I also changed the Idle for the sword idle  that I do not use,it gives more punch in his attitude, which now integrates better with the animation attack I change also so that we see that it takes the sword in the attack ..

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kanabeach
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« Reply #33 on: August 28, 2016, 10:51:49 AM »

hello,

I work on the animation of the rope ..







A new attack:



Start editing for animation tunics on the attack animations..




In the game, add animations run, small reception with the new stop idle and tunics moving..



that's all..
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rj
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« Reply #34 on: August 28, 2016, 11:15:40 AM »

loving this. the animation effort here really shines through.
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kanabeach
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« Reply #35 on: August 29, 2016, 11:06:35 AM »

Thanks RJ,

I try to do the best that I can..

Beginning of the animation to the movement of "pendulum" ..





test animations for the rope in the engine, the hardest part is still to have X & Y, and I have the mechanical pendulum has tweaking .but I think it's a good start.



Of course, I correct things next like the position of the run at the sprite, it did not see but I knew ..

I also work on enemy..

spyder..






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kanabeach
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« Reply #36 on: August 31, 2016, 10:52:49 AM »

Hello,

I worked again on the mechanics of the rope, I replaced the first anime I can keep up for a rope or the Hanging .. here's what happens at the moment .. velocity the rope is taken on the animation of the pendulum to the frame of relâchement..après I did the beginning of the animation balance ... for pasting at best but I must still rule the little things ..






After I made a little trip, why not, for the jump at the rope it was a flip jump..

example quickly made to have a visually..

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kanabeach
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« Reply #37 on: September 06, 2016, 10:44:57 AM »

Hello,

work on slope 15°..



Small "SPEEDSHOT" on animation....

Small animation to integrate gaming style perch in "sneak" or a scene intro ...



Work on spider..




the finished spider.



this Bones..





remains to to his skin material and animation..
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kanabeach
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« Reply #38 on: September 11, 2016, 10:51:23 AM »

Hello all,

At the moment I brought together and enters the counter values etc ... Character in assets that are for the time there are 3, one for the actions of movement, another for actions blows and one for Character attributes .. there will be so I think for weapons ..

I write in my file exel to have an overall view on the perso .. and I also notes the possible additions or reactivation of idea in the engine, as high_jump who had disappeared but that could be used with a potion, or the double_jump or wall jump, which would reach inaccessible places without these potions..ect ....

I work a lot on the engine at the establishment of its structure ..

Speedshoot Animation
the spider textured ..
Idle:


Walk:


beginning Atack:


an idea for magical attacks, earth, water, fire ..


small works on the 180


The High Jump (reactivation after a period for the moment)


that's all..
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kanabeach
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« Reply #39 on: September 20, 2016, 10:00:08 AM »

Hello,

here are some update on the animations and the engine.

Start Audio stereo system :

http://www.youtube.com/watch?v=CFLJUeIV8nA&feature=youtu.be

Speedshot Animation:
Magic


a block system with a shield which only appears during block..(style Death's Gambit)


a roll to get behind the enemy, a kind of Dash ..


Kameamea...



I remove the physical, too uncertain, I change the method and I put the box has variable weight that affect the velocity of the player ..



Some test for magic on multiple enemies ..













that's all..
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