Only post work here that encompasses too many of the above forums (and you don't want to scatter pieces of it across different forums), especially if your project involves elements of pre-production, production and post production work.
If for example you only have concept art followed by a model, then please post it in the appropriate forum above. If you don't know where to post, just ask via email or PM.
Post subject: Re: Commander Keen - 2D Platformer with an extra D thrown in
Posted: Sun Sep 27, 2009 5:26 pm
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Joined: Sun Feb 17, 2008 12:29 pm
Posts: 1113
Location: Auckland
I did fix that, but im now running into a whoooooooooooooole lot of animation blend issues. I might post some vids later tonight to show you what I mean
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Post subject: Re: Commander Keen - 2D Platformer with an extra D thrown in
Posted: Thu Oct 15, 2009 1:59 am
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Joined: Sun Feb 17, 2008 12:29 pm
Posts: 1113
Location: Auckland
Heres some updates for you. Moving along with the project, ever so slowly. Unfortunately I dont have as much time as I would like to dedicate to work on this.
Heres a video of where im currently at:
Change Log: Added weapon projectile with proximity rigidbody impulse (when the bullets explode, they push around simulated objects in the scene). Added Mouse scroll wheel zoom feature. Fixed blending issues. Known bugs: Bouncer(NPC) still has a mind of its own and is unpredictable and just flat out sh@*. Proximity impulse also effects subsequent projectiles, this will often force bullets back towards the player, or off in some random direction. Animations still look like @rse.
Heres some fail captures of stuff that just.. doesnt go as planned.
Ragdoll extravagananzaaaaa: This isnt so much a fail, in fact, I thought it was quite cool. I was debugging problems with ragdolls not aligning correctly, when I got it working right, this was the result (by "working right", i mean aligning correctly)
This weapon sux!: When first implimenting the blaster projectiles, I couldn't get set an initial force because of other reasons, the result was zero-gravity floating green blobs that explode if you hit them too hard, or bang them into something. This actually gave me a cool idea for a weapon I think would be kinda cool for a Platformer.
Animation Blending Fail: This one plagued me for ever. The upper body and lower body animations just wouldnt blend properly, it took me ages to solve because it wasn't replicatable, it happend randomly. The animations kept getting out of sync, which make Keen walk like an 80 year old man with a dodgy hip replacement.
Neck Fail: Trying to impliment an additive head controller, so I can make keen look at stuff in the scene that is controlled programatically. The result, broken neck and out of sync animations.
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Post subject: Re: Commander Keen - 2D Platformer with an extra D thrown in
Posted: Thu Oct 15, 2009 12:55 pm
Bounty Hunter
Joined: Tue Mar 04, 2008 7:39 pm
Posts: 271
Location: Upper Hutt, Wellington
awesome work laz. we looking at a summer release?!!? what about multiplayer?!?!?! you'll need a female character for multiplayer... get your girly friend to model her! instead of a pogo stick she can have a scooter! n her weapon is a overcharged hairdryer!
can you make a grappling hook?
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Post subject: Re: Commander Keen - 2D Platformer with an extra D thrown in
Posted: Thu Oct 15, 2009 1:48 pm
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Joined: Sun Feb 17, 2008 12:29 pm
Posts: 1113
Location: Auckland
Hey man, cheers. At the rate im going ill probably have a solid build to release around.. 2013. Hah. Nah, I dunno. And Im not gonna do a mulitplayer. If I do a mulitplayer it will be with my own IP.
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Post subject: Re: Commander Keen - 2D Platformer with an extra D thrown in
Posted: Sat Oct 17, 2009 2:31 am
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Joined: Sun Feb 17, 2008 12:29 pm
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Location: Auckland
Lots of problems, not so much solving. But im getting there.
Heres the Garg from Keen1. I'm not entirely sure what I want to do with this guy yet. His original plan was to be one of the many enemys Keen faces. But when I was playing with the rig I though he reminds me of a faithful dog. Maybe Ill make him Keens pet, who knows.
These things were particularly nasty in keen 1. If you just touched it you would die, then again most of the enemys were like that in keen1. Im quite happy at the turn around of this guy, less than a day to get it from nothing to animated. Haven't done any texturing, I can do that later.
Attachment:
GARG.jpg [ 87.45 KiB | Viewed 2124 times ]
Heres a really rough walk cycle, hes actually moving forward, but thats just the global control moving.
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Post subject: Re: Commander Keen - 2D Platformer with an extra D thrown in
Posted: Sat Oct 17, 2009 5:56 pm
Administrator
Joined: Wed Feb 13, 2008 9:46 pm
Posts: 2094
Location: New Zealand
Is it just me or do his toes dip below the ground as he walks? Also, he feels a little light on his feet. When his heel contacts the ground, does his other foot lift up from that frame? If so, that is why he looks light. Otherwise he just needs both feet touching the ground at the same time for a couple of frames before one leg lifts off the ground.
Post subject: Re: Commander Keen - 2D Platformer with an extra D thrown in
Posted: Sat Oct 17, 2009 10:05 pm
Moderator
Joined: Sun Feb 17, 2008 12:29 pm
Posts: 1113
Location: Auckland
Yea his toes sure do go through the ground, hes legs are too stumpy to lift them high enough. He does feel quite light, ill try fixing his feet, see what happens. The garg from keen1 actually walked sideways, i might try that instead, although that was just a limitation of the tech at the time im sure. But it might make more sense. Maybe he needs to hop rather than walk.
_________________ Beware the lollipop of mediocrity: lick it once and you suck forever
Post subject: Re: Commander Keen - 2D Platformer with an extra D thrown in
Posted: Mon Oct 19, 2009 1:53 am
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Joined: Sun Feb 17, 2008 12:29 pm
Posts: 1113
Location: Auckland
This thread is getting messy. But heres the result of farting about in the trax editor, just a linear blend between two anims at the moment. There will be many in between when I actually finalise my plans for this char.
PS. Dont startle the GARG.
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Post subject: Re: Commander Keen - 2D Platformer with an extra D thrown in
Posted: Wed Oct 21, 2009 1:01 pm
Death Star Gunner
Joined: Sun Aug 02, 2009 11:59 am
Posts: 171
Laz wrote:
This thread is getting messy. But heres the result of farting about in the trax editor, just a linear blend between two anims at the moment. There will be many in between when I actually finalise my plans for this char.
PS. Dont startle the GARG.
I feel like the motivation for the change from walk to run is unclear. right now the clip is walk-run, may be needs a moment to show the startle, so walk-startly-run
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