Squashing bugs and adding stuffs

Went around and completed several things today. Finished the last of the series from Unreal on animation. Not a lot of useful stuff near the end, more of reiterations or techniques that are very specific to certain animations or models. I edited the attacks to give more forward motion to the character using variable curves,ContinueContinue reading “Squashing bugs and adding stuffs”

Kicking and jumpin’

I began by refining more of the animation, the 360 movement when strafing. Lots and lots of new animations, going all the ways from diagonal back to front. I simplified the jumping animation by only using two different ones now, but there’s a run animation if you jump while moving. The animation state machine isContinueContinue reading “Kicking and jumpin’”

A step towards new heights

There were many tutorials regarding how to implement a lock-on system. Since so many games have their own way of handling it, there are definitely many ways to do it. I watched a few and found the one that seemed the most straight forward. With it being relatively basic compared to the others I couldContinueContinue reading “A step towards new heights”