Friday, September 30, 2016

Need Your Disease


So this week's problem is going to be figuring out how to have my player spin around when making an abrupt turn. Basically, you are flying fast up and then want to immediately go down. The character should bend over and reposition to the down pose. At the moment, I have global variables already set up that show the current flying direction and the last direction I was at. It is used for triggering the each angle's animation and not just sitting on one. I set it up to trigger the flipping animation when the current angle is South and the last angle is North, but it is also triggering when the reverse is happening. I might have to stop making it something that the engine is constantly checking and just have it check when I want. The other thing I noticed was that the Stop animation state (of the Start, Loop, and Stop animations) is triggered when you switch directions. That is because when I set up gamepad controls, I needed a way to tell when you weren't moving. I just said to check and see when the Gamepad stick's axis was 0. Worked pretty good and also set it up where if I was flying left and switched to right, it automatically triggered the Stop animation and then jumped into the Start. Look pretty good. Actually might solve most of my problems already. If I'm flying up and go to fly down, the character will animate stopping flying up and then start the beginning of the flying down animation (which will be the player bending and repositioning. WAIT A MINUTE. Oh, I could just edit this post, but why not come on this trip with me. If I stop while flying down, I'll just reposition to the regular position. Then I would just start the beginning of the up animation. Might have to animate the whole loop to make sure it jives. It just might work! More to come!!! via Need Your Disease http://ift.tt/2cGD1Jq

Wednesday, September 21, 2016

Need Your Disease


Layered animation is now working. When holding an object, the player controls the legs, a separate sprite for the torso is on top of that (made red so easier to see), and then the object being held is attached to the torso sprite. I would be over the moon happy if: 1) the Spriter Object for the civilian didn't just stop animating and 2) if the object being lifted mirrored properly the moment it is picked up. As of now it doesn't mirror right until a direction is pressed. There is still plenty more to do to fix this one little thing. Ugh. via Need Your Disease http://ift.tt/2cZV9xc

Tuesday, September 20, 2016

Need Your Disease


Oof. Tough couple of days there. I'm trying to get some of the Carrying and Civilian AI working. An internet friend was nice enough to set up some functions to help with the civilian's state machine. So then I set it up so that the players torso art will snap to place when you pick something up. Works great. Then I decided to have the Civilian/Spriter object snap to that Torso art. That didn't work as great. The civilian was always a little behind and would slide into place when the player stopped. Was bumming me out. On a whim, I decided to reorder the Torso Event and the Civilian event and now it works fine. No idea why. So my next hurdle is making sure the Civilian art mirrors when it is supposed to. Feels like it should be the easiest part, but it has been the most challenging. First it would flip only after the direction was pressed twice. Really annoying. I finally got that fixed (don't remember how) but the mirroring only happens after you start moving. I need it to happen as soon as they are picked up. Might give it another shot tomorrow. #construct2 #gamedev via Need Your Disease http://ift.tt/2cP6YnV

Friday, September 16, 2016

Need Your Disease


Happy days are here again! Had to rip out the old code and had to reimplement the "carrying" mechanic. Really a relief. Next step is to build a torso in Spriter, duplicate animations and erase the torso on those frames, pin Spriter object to new animation frames, and then set the civilians/objects to pin to a new image point in the Spriter animation. My number one fear is that you will see popping for funkiness when transitioning from a fully animated character to a hybrid. Here's hoping. #construct2 via Need Your Disease http://ift.tt/2cPndVi

Monday, September 12, 2016

Need Your Disease


Here's my entire giraffe with Randy Crider Art's dinosaur on another adventure. Felt good to paint with the Rust Belt Monster Collective again after a brief hiatus. This one actually came together much quicker than they normally do. Hopefully it is the start of a new comfort level with the paints. via Need Your Disease http://ift.tt/2cGTOs8

Sunday, September 11, 2016

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I think the head is done. Came together quicker than normal. Pretty happy with it. #neocycle via Need Your Disease http://ift.tt/2c3Yc8c

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Back painting with the monsters! via Need Your Disease http://ift.tt/2cw5Jfk

Friday, September 9, 2016

Need Your Disease


Played around with the indie game "Slain" and really liked the parry system. Might try to implement something similar. via Need Your Disease http://ift.tt/2c5GTVq

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Recent commission for an old friend. Nice to draw some cartoon animals. Feels like I only do that on the Rust Belt Murals. via Need Your Disease http://ift.tt/2cL3wyc

Friday, September 2, 2016

Need Your Disease


I swear this is t feature creep. Since I've started my game, I've been trying to streamline the time it takes to animate my character and the amount of memory that I will use just for him. Skeletal animation in toon boom solved the problem of quickly creating animation, but it doesn't help me keep file sizes low because I have to render frames for each set of animations. There are a lot of animations for this guy. Mostly from the flight angles. I could use Spriter Pro but it honestly would take too much planning and I'm more comfortable with in Toon Boom and I can draw in there. So now I'm thinking of doing a hybrid that the player will switch to only when he's holding objects. Basically, when you pick something up, the player Sprite will switch to a version with only shorts and legs. At the same time, I Spriter Pro object that makes up everything from the torso up will sit just behind the legs. Then I can just animate new torsos in Spriter. If you've read all of this, than thank you. Hopefully I can test this soon. via Need Your Disease http://ift.tt/2cfMuDL