Did a quick fix for the web not being in the hands. Thanks to anon.
todays bird

shark vs the universe
Lint Roller? I Barely Know Her
Show & Tell
Claire Keane

❣ Chile in a Photography ❣
No title available
dirt enthusiast
sheepfilms
Misplaced Lens Cap
Today's Document
2025 on Tumblr: Trends That Defined the Year

Origami Around

blake kathryn
AnasAbdin
Sade Olutola
noise dept.
Mike Driver

Kaledo Art

Love Begins
seen from United States

seen from United States
seen from Israel
seen from Brazil

seen from United States

seen from Portugal

seen from United States
seen from Philippines
seen from Philippines

seen from France
seen from Canada

seen from Argentina

seen from Germany
seen from United Kingdom
seen from United States
seen from United States

seen from Singapore

seen from United Kingdom

seen from Germany
seen from United States
@khryse-dev-blog
Did a quick fix for the web not being in the hands. Thanks to anon.
https://itch.io/jam/agdg-demo-day-17/rate/190574
D E M O
E
M
O
https://itch.io/jam/agdg-demo-day-17/rate/190574
Want to try to get a gigantic enemy in just before demo day. I also need to make a demoday map. So little time.
I told you about actor rotation dog, it keeps happening.
Spent the week doing fx courses to get a better grasp at what goes where and how expensive and so on.
Now i want to try some more stylized effects, because i feel they’ll work better for me, expect some cartoony ass shit coming this weekend.
Now that the second combo is in, i’ll try to make that elusive swipe effect and other hit fluff.
DMC4 has some screenshake at the end of the HIT segment, Bayonetta has three types of particles in one hit animation, not counting wicked weaves and such.
I love all the detail put in those games.
Keeping on adding the feel and hit reactions to the enemies.
Added customizable hitboxes per attack and dissected how other games do it.
Added AI logic to be stunned and not keep attacking whenever.
The best part about all of this is thattheoretically i can plug a different mesh/animations and it it should work all the same.
Robot bullying is back on the menu, i’ll get on fixing up attack hitboxes, since they’re kinda tiny compared to other action games, and see if enemies need to be swiped by the damage.
Then i’ll make some effects both for hits given and receiven.
Behaviour trees are fun!
I’m going to add a stun animation and we’ll see how tough these boys really are!
Redid the lock-on, had to wrangle for a bit to find the “Class Is Child Of” function, lack of documentation on stuff is slowing down my spaghetti by a lot, and constantly being unsure if the way i handle things is going to slow the perfomance down later is killing me.
Going to collapse a part of a lock-on into a function and make you turn in the direction of the enemy when you attack, so it won’t be a constant game of cat and mouse. Still need to check how other games do it.
Chipping away at effects, and then to move on to working on AI once the effects base is set-up.
I’m very much in love with root motion and it’ll probably solve my vaulting issues.
I should probably add a walljump, my poor hit even is bursting at the seams from all the shit i’m looking up just after a collision with world.
EFFECTS!
Got the combo redone, finally, and the root motion works perfectly, even though animating with it is weird.
Now onto adding the bad word, the “juice”. I have to make sure the hitbox is shown to the player properly, that it feels good and that the hero autocorrects his attacks near the nearest enemy, if there’s no enemies locked on, but they’re around.
I’ll make some more combos once the previously mentioned stuff is in.
There’s also an issue of delegating what my current montage playing function does into a better place, so i can have control over the flow and generally not being constrained into the function limitations, the bigest ones being unable to easily get when the montage is interrupted or finished or blending out and whatnot.
Overall i’m glad that i redid everything, since having root motion allowed me to not bother with timing out how to move the character and allowed me to remove the teleportation from the ledge grab, opting for a smooth transition and no possible teleportations to 0,0,0.
Studying the frame breakdown of some games and it’s weird how stiff some of the animations could be considered.
Got the framework done, not let’s see if those puppies can punch.
Fixed up the weird jerks, root motion works prefectly, now i just need a new run animation and to redo the combo from scratch.
Spent ungodly amount of time redoing every animation and then replacing everything in my animation blueprints and recreating all of the montage magic i've made, but at least i've managed to clean out some "code" trash and fixed up rigs orientation.
Now there’s some weird oneframe jerking going on, getting ready to spend some time debugging.
In an attempt to make my character face +X (thanks UE4, i hope having a weird forward axis is as good for you as it is for me) i also found out that root motion that i planned to use uses a root bone, and basically everything is fucked. So i bit the bullet and redid the character a bit, redid the skinning and in the process of redoing all of the animations (turns out doing one in a couple of days amounts to a lot in the course of development). I just wish i could mirror the animations, especially considering my rig is symmetrical. You’d think by this time someone could come up with a thing to rotate everything without fucking it up, especially with all the Y-up/Z-up debacle going on.
Where’s your quaternions when you need them.