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Messages - Vincent

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31
Projects / Re: Project Galaxy Devlog
« on: 2013-04-26, 09:36:24 AM »
Wow, it's been in a while since I opened up my project.  If you look at the source, you should see a file called Splash.cs which extends Form.  It is used in Project.cs.  If you make a search in the source code for "Vincent", you will find all the stuff that I modified (display the splash screen, change splash label and finally hide the splash screen).  All of this is done on the main thread though.  Each loading step isn't very long and I refresh the display every time I change the label of the splash screen, so it doesn't seem to freeze.  I wanted to do it with another thread initially, but I think bluemonkmn and/or durnurd pointed out that it was unnecessary.  Ha!  I found the original forum thread: http://gamedev.enigmadream.com/index.php?topic=1337.0  It's funny to read this after such a long time!

I have about the same problem with loading maps in my 3D project.  It takes 10+ seconds so the game freezes.  I have to find a way to prepare the next world and show a loading screen without freeze...  Good luck to both of us!  ;D

32
Projects / Re: Project Galaxy Devlog
« on: 2013-04-25, 06:30:28 AM »
Looking good!

Do you have an idea of when a playable demo will be ready?

33
Off-Topic / Re: My first Android App
« on: 2013-04-25, 06:24:40 AM »
Congratulations! :)

Unfortunately I don't have a cell-phone / smart-phone or anything else like that, but I would have tried it.

34
Game Development Artistry / Re: Walking Sequences
« on: 2013-04-10, 07:27:58 AM »
Do you mean that you saw the demon's crest rips and wondered if it was the same Vincent before today?  :o

Well, I made the Demon's Crest stage rips, but that's all I did.  I did it because I had to do it for LoK:R, so why not offer it to the spriters community at the same time?  So yeah, same Vincent. ;)  But I don't think I will rip anything else just for the kick. :)

Of course you can use the water effect!  It's there for that reason.  I'm very happy to see that my work is useful to someone else! :)

35
Game Development Artistry / Re: Walking Sequences
« on: 2013-04-10, 06:13:23 AM »
I'm glad to help you!  I can't wait to see your game. :)

There is no rocket science behind the wavy water effect, it's an animation with a lot of frames.  I ripped a lot of content from a SNES game called Demon's Crest to use it in LoK:R.  You can see what I ripped on the spriters resource web site (see link below).  You will certainly recognize some of the stuff in LoK:R.  (Ripping all of this was a project in itself, it took a couple of months to complete.)
http://spriters-resource.com/snes/demonscrest/index.html

You can see the water animation disassembled frame by frame in the "Forest Lake Background"
This web site is very useful to get base material for 2D games, I used it extensively for LoK:R.  But since most of the stuff is ripped from games, you have to be careful how you use it because of copyright issues.

36
Game Development Artistry / Re: Walking Sequences
« on: 2013-04-09, 06:26:37 AM »
Hey Galaxy!

Oh yes, well done, the run sequence looks much more natural like this! :)

It's hard to tell for a jumping animation.  Usually, running sequence are quite similar because the point of running is usually to reach a high speed and there are not a lot of equivalent and really effective ways to achieve this for a human.  But when you jump, there are many possible goals.  Examples: Are you trying to vault over something while not losing speed?  Are you trying to reach high?  Are you trying to reach a maximum distance?  Do you jump from a running or walking or standing start?  All of these things will affect a jump animation.

For LoK:R I tried to make a jump sequence that would more or less fit with all of this but focus on what would happen most often: which is try to reach high from a running start.  Which is, by pure coincidence, something I do in taekwondo (for jump kicks).  So I had a good idea of the body mechanic behind this jump.  In such a jump, to reach high, you must launch one of your knees very high while the other leg is extended to push from the ground as long a possible...  Hum, it's unfortunate, I can't find a good picture of this.  Anyway, when you go near the apex of the jump, the legs begin switching position: the high knee is lowered and the extended leg is retracted back near the body.  When getting near the ground, the extended leg is not the first leg to make contact with the ground since it is now higher than the leg taht was initially launched in the air.

In your jumping animation, I see 2 images.  One image when going up and one when going down.  The first issue I think is that these images do not really suggest movement.  The image of "going up" should show a position suggesting a push on the ground, the image of "coming down" should be an image of bracing for impact on the ground.  If you could insert an image for the apex of the jump, wou could make a smooth transition between your two jumping images and make more "extreme" stances for pushing the ground and landing on the ground.  In LoK:R, during a jump, I check the vertical velocity of the character.  Whe it is near 0 and the "jump" flag is on, I switch to the jump apex image.  When the "jump" flag is on and vertical velocity is going up but not near zero, I use the push the ground image, and of course, if the jump flag is on but all the rest is false, I use the landing image.

Hey!  I found a video showing a jump side kick.  Of course the landing and the apex of the jump aren't what you want since there is a side kick in it, but there is a slow mo in the video which will allow you to see the initial image (knee launched high and leg extended to push the ground).  From a running start and trying to reach high, I think it's pretty good.

https://www.youtube.com/watch?v=Kai2SSYQ9lg

I hope this helps. :)

Keep up the good work! :D

37
Game Development Artistry / Re: Walking Sequences
« on: 2013-04-08, 06:58:49 AM »
Very nice!  It looks good!

Since you say the running animation doesn't seem natural, I looked at it and found 2 problems:
1- The "front" leg doesn't extend all the way, when it touches the ground, the knee is still bent a lot at that moment.
2- The motion of the leg going back and the motion of the leg going forward are essentially the same in reverse, but they shouldn't be.  When you run, to bring leg forward (in the back to front motion), you keep you knee bent and your foot high.  The foot only touches the ground when pushing (so in the front to back motion).

38
Game Development Artistry / Re: Walking Sequences
« on: 2013-04-01, 03:42:49 AM »
Hey, sorry for the late reply. :)

I use photoshop 7 to make gif animations.

39
Game Development Artistry / Re: Walking Sequences
« on: 2013-03-28, 11:17:12 AM »
Great!  But that doesn't mean you absolutely have to keep your character looking down.  If you think it looks weird, straighten it up.  It's just a game after all.  :p

40
Game Development Artistry / Re: Walking Sequences
« on: 2013-03-28, 06:08:38 AM »
I'm glad you liked it.

About the looking downward in the fighting stance: it depends on the style of combat you want your character to use.  If you go for something like boxing, kickboxing or mixed martial arts, the default fighting stance is to lower the head so your chin gets about at the level of your shoulders.  This way round attacks like hooks and roundhouse kicks will probably hit your shoulders or have so little space that they have a hard time reaching your chin.  I could explain why protecting the chin is so important but I think this is not the point here.   ;)  Also, when you fight, you usually don't look your opponent in the eye, unless you want to play some mental game.  You usually look at the chest area and don't focus on anything in particular.  This way your peripheral vision allows you to see leg attacks and arm attacks coming at you.  If you look your opponent in the eye, you are exposed to lower attacks because they are a little out of your vision range.  If you focus on something in particular, your eye will follow this target and forget about the rest.  Ok ok, I'm going too far again.   :P  But anyway, you can trust me on this, I've got 24 years of several martial arts behind me to back it up.   ;)

So, it's just to say that I made the character look down on purpose because I gave him a boxing like fighting stance. :)

41
Game Development Artistry / Re: Walking Sequences
« on: 2013-03-27, 04:29:01 PM »
Okay, I'm very bad at drawing.  I won't even try, it's that awful.

So I took a screenshot of your video, cut out the character in segments (I guess it's pretty much how you did it) and reassembled them quickly to make gif animations.  They're not perfect and you can smooth them out (only 3 images per animated gif here), but I think you can get the idea even if they are a little jumpy.  The movement is pretty even all along the animation.  It is subtle and slow in the base stance (relaxed), more obvious and faster in the fight stance (breathing heavily).  See the attachments. :)

42
Game Development Artistry / Re: Walking Sequences
« on: 2013-03-27, 06:12:03 AM »
About the stance animation, I think it could be improved a little by following the head movement.  I'll try to explain what I mean.  If you look at the head movement it is quite even and goes back and forth slowly during the whole animation.  I think the whole body should follow the same rhythm.  I think that a normal stance animation is determined mostly by the attitude of the character (aggressive, passive, panicked, etc) and the breathing.  The attitude determines where the limbs are positioned and the breathing determines the rhythm and the range of some limb movements.  In your case, I think you should follow the head movement, because the stance of your character is pretty neutral.  He doesn't seem stressed or about to attack or flee.  The head movement is pretty relaxed and fits well with what I see.  I think you could improve your animation by making all limbs follow the head movement, which means, pretty slow, even and without a great range.

And about the C# video on neural networks: the guy reminds me of Sheldon in Fun with Flags!!! Haha!  ;D

43
Off-Topic / Re: SGDK-XNA ...Cool or not cool...?
« on: 2013-03-21, 12:40:09 PM »
I don't know.  I guess life happened. :P

44
Projects / Re: Project Paradigm
« on: 2013-03-07, 06:51:28 AM »
Very nice!  Keep going! :)

45
Hey Joel!

Congratulations for completing your studies. :)
Good luck in all your endeavors!

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