@chasersgaming I'm thinking I could benefit from learning more about sticking to a color palette. My current project already has a sort of theme unfolding, so it SHOULD be a lot easier to get an artist on the same page, but the LPC style guide loos to have some very useful information for general styling, I'm going to look through that a bit more for sure.
@Saliv I'm most definitely going to save that in a note. I feel as though this would give me a lot more leverage when trying to commission assets, instead of blindly trying to convey what I have in mind.
@alleycat You have some great art, it does appear that you're developing a style of your own!
@Spring Ah, what can I say? You made a kickass character, the team absolutely loves how it turned out
Let me preface by saying there are several ways to go about physics like this, and many cases are going to require their own unique implementation.
If you don't absolutely HAVE to write your physics engine from scratch, I would highly advise an engine such as Bullet physics, depending on your language. I know Bullet has ports to C++, Java, Python, and JavaScript, and I wouldn't doubt if there were more. I use Bullet on my 3D java projects and it is an incredibly powerful tool.
Now, as for the specific methods of achieving what you posted for wall running, a few potential options could be:
Continuously apply a force to the object's body of (0, SPEED * GRAVITY, 0) large enough to counteract the 'GRAVITY' constant. To keep the player on place, you'd also have to lock the X and Z in place
Hard set the body's velocity to (0, SPEED, 0)
With a defined line life the aforementioned edges you posted, you could interpolate the body's position to interpolate from the starting position to the ending position over a time of the player's speed divided by the distance
I have no idea how progress on this game would be without your prompt-ness, thank you again. I'm really having a good time in development thanks to your artwork, despite the game being such a simple concept. Everyone's totally loving Deus' graphics and animation.
Hmm, the knockback seems like it's in the right direction, but I feel it may be missing a frame or two to be smoother. I think one extra frame between 2 & 3 and 3 & 4 would wrap it up nicely, would you agree?
You know, I was waiting to see a reply to this in my email, only to find it got deleted through an unfortunate careless inbox sweep. So, my apologies for such a long wait time.
Regarding the death animation, my initial thought was sort of a two or three frame falling animation if Deus is in the air, and just a falling back animation if hit while on the ground. I think this, followed by a two frame breathing animation while lying on his back, would be great
Thank you all for the feedback!
@chasersgaming I'm thinking I could benefit from learning more about sticking to a color palette. My current project already has a sort of theme unfolding, so it SHOULD be a lot easier to get an artist on the same page, but the LPC style guide loos to have some very useful information for general styling, I'm going to look through that a bit more for sure.
@Saliv I'm most definitely going to save that in a note. I feel as though this would give me a lot more leverage when trying to commission assets, instead of blindly trying to convey what I have in mind.
@alleycat You have some great art, it does appear that you're developing a style of your own!
@Spring Ah, what can I say? You made a kickass character, the team absolutely loves how it turned out
Let me preface by saying there are several ways to go about physics like this, and many cases are going to require their own unique implementation.
If you don't absolutely HAVE to write your physics engine from scratch, I would highly advise an engine such as Bullet physics, depending on your language. I know Bullet has ports to C++, Java, Python, and JavaScript, and I wouldn't doubt if there were more. I use Bullet on my 3D java projects and it is an incredibly powerful tool.
Now, as for the specific methods of achieving what you posted for wall running, a few potential options could be:
FWIW, I can vouch for Spring, if that's any consolation. I've commissioned him before with positive results
Awesome, thank you very much!
I have no idea how progress on this game would be without your prompt-ness, thank you again. I'm really having a good time in development thanks to your artwork, despite the game being such a simple concept. Everyone's totally loving Deus' graphics and animation.
Hmm, the knockback seems like it's in the right direction, but I feel it may be missing a frame or two to be smoother. I think one extra frame between 2 & 3 and 3 & 4 would wrap it up nicely, would you agree?
Just tested, works great! Deus usually dies (erm, is defeated) on the ground, but this is perfect for when he makes a not-so-perfect jump, thank you!
Less dead, more defeated. It's a runner, after all, the semantics of defeat fit the whole theme, I do suppose lol
You know, I was waiting to see a reply to this in my email, only to find it got deleted through an unfortunate careless inbox sweep. So, my apologies for such a long wait time.
Regarding the death animation, my initial thought was sort of a two or three frame falling animation if Deus is in the air, and just a falling back animation if hit while on the ground. I think this, followed by a two frame breathing animation while lying on his back, would be great
Us non-artsy programmers don't quite get the magic that goes into animation, so it's just a beautiful process.
The death animation won't be essential until the game's release, so don't feel rushed whatsoever on it.
Absolutely not. I'm highly impressed with the quality. I've been more than eager to pay for your work.
Tell you what, the animation is great as it is, so don't rush it or anything, but let's go ahead and proceed with the death animation.
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