1/5/2024 0 Comments Game maker retor palette swapWe’ve been talking on an off about all of these systems for a while now, but the final frontier was making all of this work with enemies, weapons, and other interactable objects. which is one of the reasons the Tile Object was introduced, to help speed up the collision system). Not only that, but when we discovered that the collision system we built originally was not going to handle layerDepth very optimally, we decided to update other systems (e.g. Now, we didn’t just work on this system for three years (which we hope is obvious by the other posts on our blog □ ), but integrating with all of the other systems took a bit of work. As mentioned in the linked post back as early as 2019, this system worked well for the hero, but applying this to all objects ended up reworking a lot. The simplest way to convey this system is if we are standing on a bridge, layerDepth is most likely 1, and if we are supposed to be under the bridge, layerDepth is most likely 0. The layerDepth system was introduced back in 2019 when we added bridges. The biggest of which was the layerDepth system. Below are a few examples of all of this coming together (again, positioning programmatically, these are just references): Spear Walk Spear Walk Orc Spear Walk Orc Spear Walk Reptile Spear Walk Reptile Spear Run Reptile Spear Run Other Notable UpdatesĪs mentioned at the beginning of the post, we’ve made a lot of progress / resolved a lot of work on concurrent systems that have been in development for several months now. Luckily we could reuse a lot of the base animations and change the positions of the hands to make holding a two-handed weapon work. We ended up resolving this by adding two-handed stand, walk and run animations. We tried to “cheat” with an example animation below: Mace Walk Test Unfortunately all of our current walking animations assumed one-handed animations. One of the big things we’ve been conveying from a gameplay standpoint is the difference between balanced and agile / heavy weapons is the fact that balanced are one-handed weapons (that can be used with a shield) and agile / heavy weapons are two handed weapons (that cannot be used with a shield). Tony concepted out a few of these, so below are what we’d see in game programmatically: Sword Run Animation Sword Walk Animation Luckily, this is the type of work I like to do on vacation during travel / downtime, so this worked out perfectly. We save on the number of assets, but we do have to tediously figure this out by hand. Then, programmatically, we specify the exact frame and position for our enemies / hero. We ended up coming up with an idea where each weapon, for each direction, has a couple of reusable still frames to choose from. Multiply this for each weapon type and the number of unique animations would spiral out of control real fast. Plus, each of the aforementioned have four run animations and four stand frames. Actually, this was a joint effort between programming and art! Currently there are 12 different types of walking animations for each soldier enemy, as well as our hero. The next major addition from our art department is walking / running weapon animations. Reptile Walk Reptile Run Reptile Backflip Reptile Breath Reptile Balanced Walking / Running Weapon Animations Tony Wojnar has really captured the chaotic nature of this guy and it has been fun seeing it come to life. The Reptile has very fast, unpredictable movement. The Reptile is another one of our soldier enemies. Without further ado, let’s get into it! Reptile Since our last post, there were a lot of concurrent systems that got resolved that came together to form what felt like some of the most productive months in a while! On top of that, we have quite a few animations to show off - mostly centered around the Reptile.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |