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Welcome to AGDG, have you ever made a game?
See also: /ideaguy/ | /vm/

File: 1445091177767-0.png (35.67 KB, 1172x430, 586:215, Distant;Breakoff header.png)

File: 1445091177768-1.png (17.61 KB, 256x256, 1:1, Distant;Breakoff logo.png)

File: 1445091177768-2.png (1.31 MB, 1280x718, 640:359, Borealis Forest 5.png)

dc9654 No.23119

>What is Distant;Breakoff?

http://fallingmodulegames.com/DistantBreakoff/

>Any way we can acquire it?

Yes, just recently, I got around to releasing a public working build. You can check for all current and future releases here. I might also post them in this thread. http://shlnyrlce.tumblr.com/tagged/release

>Don't tell me you have a Patreon.

I do. https://www.patreon.com/shinyrice?ty=h

I might be a faggot, but I do need the money.

>Why have you made another thread when the other one is far from the post limit?

Because I wanted to add more information that I hadn't bothered to put in the OP before, plus new info. Mods, you can delete the other one if you please.

dc9654 No.23183

I've done plenty since my last post in the other thread. I've done quite a bit of bug fixing, like failures in spectator pawn spawning, misleading spectating text, and refined projectile collision. Level work has slowed down, I've only done some marginal blocking out in Nine Frames, and started working on props for it.

Animations are also slowly getting done, but I'm doing quite a bit of refining and not working all that much on new anims. Then, after that, comes UV unwrapping and texturing. The pain, what a pain.


91a1c1 No.23299

File: 1445522265466.mp4 (7.04 MB, 1280x720, 16:9, Angela animations.mp4)

Here's some animations I made.


6447bd No.23526

http://shlnyrlce.tumblr.com/post/132325460842/refined-animations-some-more-split-them-up-into

Can't post .mp4 videos made with OBS to 8chan for some reason.


8641c4 No.23706

File: 1446982039945.png (451.76 KB, 1280x720, 16:9, Main menu ass.png)

I've spent a sliver of my time working on improving the UI, now many buttons have highlights and all of them have sounds. I've also removed some elements and improved others. Much of the work lately has gone into animation and skinning. Aim offset is in, as well as some weapon models from yours truly. I'll post a link to a video here later.


ede87c No.23979

Aim offset is quite the thing. I was looking for a way to not make the camera rotate when the torso rotates. Thing is, the camera and the torso plus the spine bones rotate at the same time in my original setup. This way, the camera ends up pointing at the character's stomach when looking all the way down, when the camera's center should actually be pointing at the feet. Then there's also the fact that the weapon can't be seen when looking all the way up, and it's at the top of the screen when looking down.

To bypass camera rotation, I told the Add Controller Pitch Input to go fuck itself, and afterwards I tried setting a float variable through the InputAxis event. This float controlled the bones, just the bones. But it didn't work as expected. Clients couldn't replicate the rotation; I jammed a Run on Server event in the middle of the logic, then it did work. And it stuttered quite a bit, obviously. Input events are fired every frame, so updating rotation in Blueprints over the network every frame isn't going to be too efficient. The final solution kek which I hope will the the ultimate one, is to leave everything as it was before, and setting the camera's sensibility way down low. That way, I'm just reducing the problem drastically, at a point where it doesn't really matter.


688ddb No.24296

I've been trying to get a physics asset on my character, but due to the fact that I didn't apply its scale in Blender, I couldn't. As a consequence, when I was able to generate this asset, the collision for each bone was fucked up. So I applied the scale, and every animation I had was fucked up. I tried a few solutions, but in the end, I must remake all 25 animations. Damn. At least I got the AK-12's geometry and rigging done, plus Angela (my first definitive character mesh) has had her UV unwrapped, finally.

Physics assets, by the way, are used for ragdoll simulations and collision detection on skeletal meshes, in general.




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