MFGG TKO DevLog - TSG Left - Printable Version +- The VG Resource (https://www.vg-resource.com) +-- Forum: Archive (https://www.vg-resource.com/forum-65.html) +--- Forum: July 2014 Archive (https://www.vg-resource.com/forum-139.html) +---- Forum: Creative Zone (https://www.vg-resource.com/forum-86.html) +----- Forum: Games Development (https://www.vg-resource.com/forum-22.html) +----- Thread: MFGG TKO DevLog - TSG Left (/thread-24417.html) Pages:
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RE: MFGG TKO DevLog - MC Jimmy - 02-17-2014 This looks really amazing. I'm assuming the gifs are actual ingame material coded. The engine looks really tight and cool. RE: MFGG TKO DevLog - TheShyGuy - 02-18-2014 Thanks, I appreciate the support. The gifs are actually made with this : http://www.cockos.com/licecap/ Edit: Playing with premultiplied alpha blending + stencil buffer: GIFS (This kind of blending won't be in the game, I'm just messing around) Edit2: Done messing with blending. Additive blending supported: GIFS RE: MFGG TKO DevLog - Mit - 02-19-2014 here's some other stuff- a character select portrait! it's one out of about 10. some concept art of one of the enemy types: the smiley. it's facial expression (and palette) determines it's actions. RE: MFGG TKO DevLog - Mit - 03-06-2014 woops double post but here are some more animations beb also, going fast RE: MFGG TKO DevLog - TheShyGuy - 03-23-2014 Devlog? 7? -Back in the Loop?-...(title) I'm sorry for this just being a straight copy/paste. But this is just to get you guys back in the loop in some way. Kami and I are basically talking about the fighting system atm and I decided to write a story about where I am with it. -from skype- Quote:[6:02:59 PM] Kamtaku(Zachary Baumhoff): for that clash cancel thing, would projectiles get canceled if an attack hits them RE: MFGG TKO DevLog - TheShyGuy - 04-12-2014 Short devlog #8 Actions have been separated and redesigned. They're no longer 'just a single function'. They are just like subactions, except they run per game step instead of per animation frame. Actions and subactions run parallel to eachother sorta (I probably mentioned that already), which gives me the best control of both worlds. The Moveset dependency thing is gone. Yeahp. I did other things, but I gotta check my commits to see exactly what. It's been a while but I know I had to have done something else too hehe. Gif in spoiler of wall jumping with new Action system thingy. (Spoiler because I can see how annoying it is to wait for everything to load at once) GIFS RE: MFGG TKO DevLog - TheShyGuy - 04-17-2014 Devlog #9 I've emboldened and titled paragraphs for easy skimming. Feel free to skip whatever you want ofc. Over the past two months here are most of my commits for those interested. They don't go into detail. __ Reason for Inactivity The devlog wasn't active because, as you can see by the commit dates, I wasn't programming a whole lot. That and because it seems like only a few are interested in the devlog hehe. Despite that, I'm gonna try to keep this going. Overall Info I am currently working towards a new build for the team to see. I'm going to implement a few more things before I do so though, like articles(weapon props, like FLUDD for Mario or Bowser's Flame breath), hurt/flinch/launched hardcoded actions + bouncing off the level, defensive bubble shield, and the Brawling collision resolver thing (applies collision bubbles -> offensive,defensive, hurtboxes). Articles Articles are basically normal objects with "Moveset" data (Actions, Subactions + arbritrary data) but with a parent/child relationship between another object. The parent has access to all the properties of the article and vice versa right now. The parent can set Actions (change/force action) for the articles which is key. I'll try to show some GIF examples on this in a later devlog. Attaching Articles Articles sometimes have to be attached to the character. I just started working on this. The aim is for an article root bone to be binded to an arbitrary bone of the parent. This should be pretty easy and fast to do so expect to see an example soon. Getting Hurt, Flinching, Launched I've never coded any of the three above so at first I was unsure how to go about it. That's why it's taken so long to get to them. They're going to be hardcoded actions and subactions. We're aiming for a smash bros type of hurt response. More info on this later. Collision Resolver In order for me to work on correctly implement hut/flinch/launch states, I need a way of getting to that state. At first, offensive collision resolution was simple because the engine wasn't far enough in development. The only thing it did was tell the victim he was hit and the attacker that he hit something. I was going to leave all that code in the system and single class. However, that means, I have to also encode cases for when the target is even hittable, launchable (large bosses shouldn't be), and all collision pair cases (catch, throw, offensive->defensive, offensive->hurtbox). That didn't sound good to me at all. So, as it is right now, at the core, the brawler engine just handles adding, checking and parsing collisions (this might be delegated to a higher level, or just abstracted in a way that is less game specific but it's not required so w/e). It then delegates resolution to another system. The new system can be created at a higher level to be more game specific. Bosses will be added to a system that may just apply damage. Brawlers would be added to a system that applies damage, knockback and collision effects. Normal objects, like blocks that only need to respond to the fact that it got hit don't really need to be in a system. They can listen to that specific event through the necessary data. Programming Misc I try to keep things separated enough without much redundancy. Throughout this project, delegating things out for higher levels to figure out has seems to be powerful. At the lower level, some info is unknown and cannot be implicitly implied. At the higher levels, things are more known, arbitrarily implied and self-imposed so that shortcuts can be made. With that mindset, making the game has been relatively easier than anything I've done before. It's still hardwork, but there hasn't been a problem I couldn't figure out yet. That issue with passframing walking + shooting for mit is easily resolved through the use of articles. Mit can be split into a lower body walking animation and the upper body shooting animation. The upper body will be represented as an article which I can control. That simple and no need for passframing at all- which was a terrible misuse anyways. Misc 2 It's taken me about 6 months to make this fighting engine. I don't think anything else will be as complicated and long-term. After implementing the above, I feel that the Fighting system will be solid and I can finally move on to other things. Hopefully, that means that more interesting stuff can be shown and done soon. I can start to work on actually game content and tools too. The only other thing I think would take a long time on the coding side is networking, which I've never done. But that's pretty much the last thing on the list so that game should be nearly done by the time I start working on that. If networking fails, then hehe I dunno. TL;DR Read Overall Info to get a quick summary. RE: MFGG TKO DevLog - TSG Left - TheShyGuy - 05-03-2014 Devlog #End Welp, I apologize, but I no longer want to continue programming for this game. I'm going to relax a bit, learn and most likely move onto Unity. Goodluck guys, and again, sorry for leaving. RE: MFGG TKO DevLog - TSG Left - Kelvin - 05-06-2014 If TheShyGuy isn't gonna program for this anymore, mind if I have a look at the code? Maybe I can help with it. RE: MFGG TKO DevLog - TSG Left - TheShyGuy - 05-06-2014 I didn't give them the source code. I have no problem giving it out though (I used to though). However, if Mit would give the OK, I'll post pm it...or I'll just give it to him to put it in the DB if he asks. Are you familiar with Xna + C# (+ Lua) ? It's not well commented, but I can comment it before handing it out as well as document things a bit. I also don't mind helping you out getting familiar with the code as I tried to stick to a consistent pattern when coding so it's easier to understand how and why things are set up the way they are. RE: MFGG TKO DevLog - TSG Left - Kelvin - 05-06-2014 I normally use C++ but I have a friend who's real good with C# who's helping me learn. It's really not hard, just a few differences to get used to. RE: MFGG TKO DevLog - TSG Left - TheShyGuy - 05-06-2014 Ok, then it's just up to Mit now. I told him already, I'm just waiting for a reply. ____ Ok, he's fine with it. I'll give it to you sometime during the week. I gotta clean things up and document the code for others/you. I might also add an alternative simpler animation system. The one that's used is overkill + the tool I made for it isn't all to friendly (it was meant for RidgeTroopa and Phaze initially). I may try to simplify the new system down to a normal frame-based animation system. Don't worry, I'll give you the original code first and maybe add in the alternative system afterwards if you want. _____ Some concepts you might wanna get familiar with while I ready things. -Matrices (concept wise) -->Parent-Child relationships -Entity-Component system (concept-wise) ---> The idea of representing the same object different ways (it will more sense when you see the code) -Lua (it's easy to get the hang of) -The way Actions/Subactions work (you can find out from skimming this thread.) Uhh If I think of any more, I'll edit this or make a new post. _______ If you have any questions, just ask. RE: MFGG TKO DevLog - TSG Left - Kelvin - 05-07-2014 i'm well familiar with matricies and parent/child, and the rest I can easily look up. Send me both versions; it'll be good for me to see both versions. |