Saturday 19 July 2014

Tired short update....


Still working on the PC character controller.  Not much progress since last post.  Finished attack animation I was working on last time.  Working on a block animation now.

Wow.... I just realized how pointless this blog entry was lol.  Anyway I thought I would do a weekly update, but I probably won't update for a while since work is taking most of my hobby time.  I think I'll wait until I finish the PC character controller and animations before my next post.

Unless I feel like posting again......

RANDOM PICTURE: You can start your quest now!

Saturday 12 July 2014

Was running pretty fast until I hit that muddy patch -_-;

As mentioned in my last post, work has been taking a fair bit of time away from productivity.  I did manage to finish and program the run cycle and I just finished rendering the frames for the 3ed attack in the players combo.





 Note:This picture has nothing to do with the current project

So I have at least 3 more attack sequences that I have in my head and still have to animate.  I "need" to make a crouching animation and an attack sequence for crouching.  Then there is the shield, doge and some other things I have to re look over my notes for. 

Made a couple of props but still have to get to work on making more.

My compositing skills kind of suck still, so I'm considering buying some training vids that specifically cover NPR.

About the picture: This is one of my earlier models for a character I devised.  The topology is actually not that bad, but it lacks the manga/anime effect I was going for.  I made several advancements in learning 3D modeling since I made this.  she's a character for another game that I have in my head but haven't gotten around to working on.  I'll have to do a complete overhaul on her when I finally get around to this idea.  I sort of prettied up the materials and just took this shot.  The reason its here is just so my blog post don't seem so bland.

Saturday 5 July 2014

Bug Beat Down.

Welp...  Work is as boring as I remember it.  No real choice though, I need to feed myself, pay bills, buy computer stuff.....  At least my ear infection is almost gone....  Anyway I'm sure you didn't come here to hear me complain about my day job.


I had a problem with the character controller setup until recently.  The player would be sluggish when changing directions and moonwalk at some points.  I thought that it was a problem with my lame and un-elite scripting techniques.  It was actually a few simple problem with the character controller I made.  I forgot to link a direct transition between both walk cycles.  The issues with the moon walking was caused by the character controller trying to get from two idle states to the next walk state.  Simple, but when your head is filled with rocks everything is painful to learn.

 Another problem I was having was with picking up the loot bag drop.  I couldn't get the character to pick up every bag in the scene, it would only pick up one at a time.  I was working on an ambient prop automation script yesterday to animate some of the static scenery.  While I was testing this I kept getting errors about the loot bag after about a minute into the testing phase.  I then remembered that I added a clean up script that removes things like monster drops in a designated time span. 

It took me a while for the rocks in my head to finally move, but I realized that Unity was complaining because it was trying to find a component that was no longer in the scene.  After referring to the Unity 2D demo project scripts, I finally realized that I should be putting the OnTrigger event in the bag script itself.

It works as intended now.....  And I feel kind of stupid for missing something simple.  On the other hand, I'm happy that I finally figured it out.

So I squashed two annoying bugs yesterday.  Currently rendering a run cycle for the pc.  It's going to take a while because of the number of frames is pretty high (19 per layer).  I want to have a combo system for the attacks, so I have to work on that some point next.  I found several reference scripts on the subject, so I don't think I'll run into any issues.

Tuesday 1 July 2014

Goodbye vacation 2014, Happy Canada Day, goddamn ear infection, more sprites more scripting.....

So it's the last day of my vacation (well technically it's a statutory holiday, but we wont get into details).

My ear infection is going down but it's still sore a bit.

Happy Canada day if you live in Canada and or celebrate Canada day.  I don't really celebrate it, but I'm enjoying the extra day off work.

I've been rendering sprites for the heroine at a steady pace.  So far I have 1200 + frames of animation and I still need to render quite a bit more.  Then there are the other character and enemies I need to do.

Programming in Unity is going along fine, as posted previously I'm mostly working on the character controller.  I'm also scripting power up collecting and spawning.  Basically slowly adding game logic to the junk I have in the game.

That's pretty much it.  Work starts again tomorrow so I won't have as much time to work on the game.  I'm pretty happy with what I got done.... Still, I would have loved to have more time to work on it......