C
Chungsie
Guest
UPDATE: https://yogentelevision.itch.io/lunesta Now Alpha 1.4 released for public. It's not that great visually imo, but is getting there. I needed feedback on the tutorial.
HISTORY:
Hi all. I've been plugging away at programmed animation because I was bored and wanted to freshen up on log, sin and power functions in gml.
In this animation above, is a finite state for both execution of variables, and the draw functions, since some of the math involved varies from state to state. I use two timers for the jab, to be stopped and continue, and reset to idle.
I made the spirtes in gimp on a 3x3in canvass. I had to do some yscaling on the calves to make the appearance properly. I admit the legs could be better worked in this sequence, but I like it for now, it shows a lot of power in the character.
My goal is to write a block and hit animation. Then I will make a target to practice on. Add some basic gear functions and art. I will have to create a start menu which will be just a selection of weapons for now. Once that's done, I will release the prototype for feedback. I plan on supporting keyboard, mouse and controller for those wanting a choice. Ideally the game only needs 5 buttons, attack, block, and 4 movements. I haven't decided at this stage if up and down will walk in depth, or be crouch and jump.
You won't be able to multitask with the buttons. However I have been testing and the attack can be stacked. But spamming attack is ineffective. You basically can do a double tap on attack, I think.
To give you a feel for my programming of this, the head idle is thus
Anyways that's what I'm up to. I really hope to have a prototype in a week or two and get some useful feedback from the community.
HISTORY:
Hi all. I've been plugging away at programmed animation because I was bored and wanted to freshen up on log, sin and power functions in gml.
In this animation above, is a finite state for both execution of variables, and the draw functions, since some of the math involved varies from state to state. I use two timers for the jab, to be stopped and continue, and reset to idle.
I made the spirtes in gimp on a 3x3in canvass. I had to do some yscaling on the calves to make the appearance properly. I admit the legs could be better worked in this sequence, but I like it for now, it shows a lot of power in the character.
My goal is to write a block and hit animation. Then I will make a target to practice on. Add some basic gear functions and art. I will have to create a start menu which will be just a selection of weapons for now. Once that's done, I will release the prototype for feedback. I plan on supporting keyboard, mouse and controller for those wanting a choice. Ideally the game only needs 5 buttons, attack, block, and 4 movements. I haven't decided at this stage if up and down will walk in depth, or be crouch and jump.
You won't be able to multitask with the buttons. However I have been testing and the attack can be stacked. But spamming attack is ineffective. You basically can do a double tap on attack, I think.
To give you a feel for my programming of this, the head idle is thus
Code:
if head_dy < 50 && head_res == false && continue_motion == true head_dy += min(log10(2+abs(head_dy)),3.75)
if head_dy >= 50 && head_res == false {
head_res = true
head_dy = 49.9
}
if abs(head_dy) < 50 && head_res == true head_dy += -1 * min(log10(2+abs(head_dy)),3.75)
if abs(head_dy) > 50 && head_res == true {
head_dy = -49.9
head_res = false
}
if round(head_dy) == 0 {
y = return_y
}
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