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April 23, 2024, 09:46:49 AM

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TIGSource ForumsCommunityDevLogsBlip - exploration platformer set inside a computer
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FoldedPixels
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« Reply #100 on: April 15, 2017, 12:18:37 PM »

And here's one of the animations I will be using in the game. I think the slouching and the rag doll-like movement add to the worn-out look I was going for.

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FoldedPixels
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« Reply #101 on: April 19, 2017, 12:49:23 PM »

I'm making progress with the boss's animations. I will be importing them into the game afterwards.

Here's an example of the animation setup. At times, it can take a bit of fiddling to have the model behave.

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FoldedPixels
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« Reply #102 on: April 22, 2017, 12:10:28 PM »

Looks like almost all the animations are done. Now I have to make them work inside the game.

Here's an example:
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io3 creations
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« Reply #103 on: April 22, 2017, 12:26:47 PM »

The boss' level of detail with the background looks good but now the cape is hardly noticable.
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Pixel Noise
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« Reply #104 on: April 25, 2017, 11:23:51 AM »

I really like the look of this boss. Sort of souls-like, which is probably why I like it so much  Hand Metal Right
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Pixel Noise - professional composition/sound design studio.
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« Reply #105 on: April 25, 2017, 11:28:38 AM »

that's Knight Artorias lol
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Pixel Noise
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« Reply #106 on: April 25, 2017, 01:36:45 PM »

that's Knight Artorias lol

Exactly!! OK, I'm not the only one then. I don't know if the similarities were intentional or not - and honesty, it doesn't bother me one bit. I think the boss looks great and I'd hate for you to re-design him at this point, just because he kind of (well, definitely) reminds people of Artorias from DaS1.
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Pixel Noise - professional composition/sound design studio.
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 https://pixelnoisemusic.bandcamp.com/

Recently completed the ReallyGoodBattle OST!  https://www.youtube.com/watch?time_continue=2&v=vgf-4DjU5q
FoldedPixels
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« Reply #107 on: May 03, 2017, 12:44:13 PM »

Thanks for the feedback everyone. I will try to fix the cape's visibility - I think it's going to take some manual tweaking to get it to look and feel "just right".

I am aware that he looks similar to Artorias. There's very little one can do when making a sword-wielding character decrepit without ending up in that spot. I figured people wouldn't be too bothered with the similarity, but if it bothers people too much, I will just redesign him.

In the meantime, I will try to get the animations to actually behave right in-game.

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FoldedPixels
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« Reply #108 on: May 06, 2017, 12:08:39 PM »

Continued working on the graphics. Here's a shockwave-type effect.

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FoldedPixels
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« Reply #109 on: May 13, 2017, 12:19:34 PM »

I've been mostly working on sprites, including a small redesign of the boss, as well as this new NPC:

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FoldedPixels
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« Reply #110 on: May 17, 2017, 12:31:40 PM »

I'm working on doing a small redesign of the boss's graphics. I wanted to have him hover, with the limbs somewhat lifeless. Having the models and materials set up is a real time saver, though it can still take up to one hour to tweak and post-process an animation.

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io3 creations
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« Reply #111 on: May 17, 2017, 01:53:34 PM »

I'm working on doing a small redesign of the boss's graphics. I wanted to have him hover, with the limbs somewhat lifeless. Having the models and materials set up is a real time saver, though it can still take up to one hour to tweak and post-process an animation.


I wonder if playing around with certain material properties (e.g. specular) or other aspects could get you even closer to the final result.
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FoldedPixels
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« Reply #112 on: May 20, 2017, 12:19:56 PM »

Maybe. I've already rendered and post-processed enough of these, so I won't be checking - maybe with the next model.

Here's a re-designed attack animation. I added the blur effect manually. I think it looks better than the frame-by-frame movement.

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FoldedPixels
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« Reply #113 on: May 24, 2017, 12:35:00 PM »

I'm currently working on integrating the animations with the boss intro cutscene. The only issue seems to be getting the timing just right.

Here's some more visual effects I'll be adding:
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FoldedPixels
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« Reply #114 on: June 03, 2017, 12:36:03 PM »

Nothing new in terms of visuals. I'm almost done with the intro cutscene, but my screen recording software broke, so no animations to see. I will be working on the boss's mechanics afterwards.
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FoldedPixels
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« Reply #115 on: June 10, 2017, 12:04:14 PM »

I'm not going to be able to work on the game for some time, but the latest thing I managed to implement was proper calculation of jump trajectories. The available documentation is patchy so it took some trial-and-error work, but at least the algo might come in handy in other cases.
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FoldedPixels
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« Reply #116 on: June 17, 2017, 12:41:26 PM »

I've been working on the boss fight logic. The jump attacks appear to work as they should, and so does slow and fast movement towards the player.

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« Reply #117 on: June 17, 2017, 02:49:44 PM »

This is looking great! I definitely want to keep an eye on this.
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FoldedPixels
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« Reply #118 on: July 01, 2017, 12:44:32 PM »

Implementing the boss fight is less tedious than getting the cutscene timing right, but it still takes a lot of tweaking and going back over existing animations.


I've already implemented some situational attacks, but I am still adjusting everything to get it to work together.
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« Reply #119 on: July 08, 2017, 11:39:15 AM »

This week has been mostly about trying to get the sound effects right and fixing bugs in the game. I managed to fix an animation bug in the boss fight, but it will still take some polishing to get the whole thing finished. At least making the sound effects provided some variety.
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