Users browsing this thread: 12 Guest(s)
SUPER SMASH BROS. FEUD - BIG update in latest post.
#74
They're done on-scene, in-engine with Mecanim. But I prefer to type in my rotation values manually rather than rotate them using the gizmos. The rotations go to hell when I do that. Very Sad

I'm working on the animator states right now, setting up his Grounded states. I have a nesting chain of Sub-State Machines that control each action: attacking, running, walking, braking, idle, etc. I'll do ground stuff before starting jumping and aerial stuff, and once most of Mario is done, I'll get started on programming his props and effects.

I fixed my animation issue that caused errors, and I coded Mario to be able to transition randomly from Wait1 to Wait2/3 and then back. I also implemented a very rough movement system for when the left joystick is pressed.
I'm an opera-crossover singer undergoing classical voice training and I'm also making Super Smash Bros. Feud.

Discord: kold_virus
Reply
Thanked by:


Messages In This Thread
RE: Super Smash Bros. Feud - Unity3D fan-game! - by Kold-Virus - 04-30-2016, 03:40 PM
RE: SUPER SMASH BROS. FEUD fangame. - by iyenal - 02-28-2018, 04:26 AM
RE: SUPER SMASH BROS. FEUD fangame. - by iyenal - 03-01-2018, 05:05 AM
RE: SUPER SMASH BROS. FEUD fangame. - by iyenal - 03-02-2018, 10:50 AM

Forum Jump: