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’”
Category Archives: Game Development
Animating is math
First off I couldn’t sleep and stayed up because I couldn’t stop thinking about the animation issues I had. So, work started early today. I didn’t get far, but I knew what I wanted to accomplish from the moment I woke up. There was a problem with the direction calculation jumping back and forth betweenContinueContinue reading “Animating is math”
A return to animation
Watched a lot of stuff today. A video on game optimization, which I need to always keep in mind so that I have the best performance no matter what console I launch to. I am not an expert on textures or materials so I was afraid some of the objects I had were taking upContinueContinue reading “A return to animation”
Working with widgets
Incredibly powerful lesson I learned today about widgets. A widget is a way to display text or images to the player’s screen. I needed to learn this so I could have a better way of communicating the target to the player in terms of lock-on and later on for the swing/grapple points. I made aContinueContinue reading “Working with widgets”
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”
A moment of Silence
Twas a packed day of stuff outside the game development so not so much completed today besides cutting up more sounds for footsteps and organizing the sounds. I got more sounds from freesounds, taking stuff that was lengthier and cutting out individual bits so I could mix them up for varied audio. For now IContinueContinue reading “A moment of Silence”
Designing audio
The world of sound design is so wonderful and flexible. I finished the lesson and I have a whole new appreciation for those who work with the audio of video games. Well this whole game development journey has given me a look behind the curtain, a rather basic one so far, but my love forContinueContinue reading “Designing audio”
The incredible world of sound
The lesson I started today was about dynamic audio. Setting up sounds that matches certain events, sequences, animations, and more. I didn’t finish the course because I wanna leave the last parts for next week since I had a long day and I already updated a lot in the game based on what I learned.ContinueContinue reading “The incredible world of sound”
Sounds and more
The sound design course I took was superb. I learned all about layer different sounds together, a quick overview into what is good and bad practice. I even got a lesson in organizing the variables in my blueprints which was very useful because my player character is full of variables I took the time toContinueContinue reading “Sounds and more”
Marching to music
I got some place holders for the music from an online source that has a ton of cool tracks. Most if not all of them are from some guy called Kevin Macleod. So thank you Mr. Macleod. I started the day going back to Beepbox trying to make my own music that I would like.ContinueContinue reading “Marching to music”