Yeah it's problem of our programmer, he's kinda dumb (Hahahaha).
But dont worry, the PowerUp are animated! They are scaling down and, meanwhile, reduce their opacity.
Yeah it's problem of our programmer, he's kinda dumb (Hahahaha).
But dont worry, the PowerUp are animated! They are scaling down and, meanwhile, reduce their opacity.
There is the main character with his weapon!!
Image removed due to the lack of support for HTTPS. | Show Anyway
What do you think about that?
Right now I'm creating the animation of the weapon in separate bones of the main character (its only share the root bone) and when I want to see it completed I set "parent" the weapon bones with the hand bone.
A little Scheme:
Working in Weapon Animation.
Root
-Character
-Weapon.
Watching the final Animations.
Root
-Character
Hip
Torso
Arm
Hand
Weapon.
Is that the best way to do this kind of animation? keep in mind that the gun is between the main character "draw order".
How would you do this animation??
P.D: We have IndieDB now!! http://www.indiedb.com/games/the-intergalactic-trashman
P.P.D: sorry for my English! and I hope you understand what I said!
For now this is probably the best way to go about it if you want to preview in Spine. We have a couple of upcoming features that will make this easier.
Attaching an entire skeleton to a bone.
Changing the draw order of skeletons.
And maybe being able to mix animations so you can have multiple playing at the same time (BIG feature so it would be a while before that could make it in, if we go for it)
Yeah, the mix animations into Spine would be a incredible improve!
Is possible attach an entire skeleton to a bone in runtimes and change the entire DrawOrder of both skeletons slots. We are having a bunch of "PunchFight" between programmers and designer about this topic hahahahaha.
Pd. Any E.T.A to Free From Deformation. We're doing "enviroments animations" and that feature will be great right now!!
Free form deformation is still some way off. I do have this nice "Deform" button in the developer version though, but getting it all set up with Animation Mode is quite a lot of work.
I could be a beta tester if you want... hahahahahaha.
JuanluGC wroteIs possible attach an entire skeleton to a bone in runtimes and change the entire DrawOrder of both skeletons slots.
@Shiu: Thats was a question. :drunk: I'm dumb as a rock! :drunk:
I assume that it is possible because you did not say anything to this risky affirmation, hahahaha. I'm going to send a programmer to read this and search information!!!
Thanks!
Oh sorry, didn't know it was a question
Yeah it's possible, although maybe a bit scary to "combine" the draw order of two skeletons. Maybe Nate knows some easy way to do it.
Thanks nate.
The main problem in my skeleton is the draw order. I animate the draw order in several frames. And its very dificult say to the programmer in each frame what is the draw order. Also, Chema, the programmer, is very busy already. If I can do it, I will not give him more thing to his "ToDo" list.. hahahaha. So, making them in runtime is unviable right now. Here you have, a little example with a tricky "draw order" animation:
Image removed due to the lack of support for HTTPS. | Show Anyway
Another question about how you would do this:
-For to make all the weapons animations. I already have 3 big groups of animations: Unarmed, handgun, and big-Guns ( two handed guns). They share some animations with minor changes (Arms positions, head rotation...) Only unarmed, the character can: WallJump, Grab on edges etc.
-When the player draw a weapon, I use a Bridge animation with each weapon to change all the slots visibility and animate of the "Main weapon" (The weapon is a kind of transformer). A couple examples:
Image removed due to the lack of support for HTTPS. | Show Anyway Image removed due to the lack of support for HTTPS. | Show Anyway
-Then, the programmer choose the "group of animations" of that kind of weapons (Shotgun is in the Big-Guns Group for example. The weapon bones and slot aren't animated in this animations the first gif is a example of Big-Guns groups animations, if you watch carefully you could see the shotgun cannon behind the Rifle.
-The programmer apply this animations to the character and thanks to the bridge animations the weapons has change to the especify weapons!!
-When the player holsters the weapons. I use another "bridge" animations to put the weapon in the basic form. Another example:
Image removed due to the lack of support for HTTPS. | Show Anyway
Is it the best way to do that kind of things? i Have been thinking about that and don't have a better way to do that.
@Nate: Thanks anyway! Is good to see how the questions are answered in a few hours!
P.D.: There will be nice that in the newest version we will be able to change the draw order of 2 skeletons!! or 3... or 4 only the little gnome inside my head knows what will be the new impossible animation to do!!
P.P.D.: I hope you understand what i say!! :think:
Sorry for the delay.
So, you have an animation that changes to a "big gun", but it doesn't animate the image change or weapon bones. Then the coder sets the image for the gun and plays the animation. Yep, I think that is a fine way to do things.
To have your weapons as separate skeletons but to use the draw order of the character skeleton, you'll need to implement a skeleton attachment. I've been meaning to do this as an example, as it would be quite neat.
@Nate sorry for don't answer. We solved the problem already (I hope... hahahaha)
:party: :clap: Well... we're on Steam Greenlight :clap: :party: (in the concept section)
Here is the link:
http://steamcommunity.com/sharedfiles/filedetails/?id=186369169
We have uploaded a new video for celebrate this important event! (Maybe you will see the same video in other video soon... Videoception! hahahahaha)
We Hope you like it!
Woohoo! Voted!
We're working in the playable alpha version! Fixing bugs, animations and adding a few more features! If everything go fine, the playable version will be in the next mid-month!! :rock:
Here you are the new two types of enemies:
Shield Soldier. (Classic Enemy)
Image removed due to the lack of support for HTTPS. | Show Anyway
Spider. (Small enemy, you must crouch to hit it)
Image removed due to the lack of support for HTTPS. | Show Anyway
We hope you like it. :handshake:
Both are great but the shield guy is super cool, love the hole for his eye!
More gif for you guys!! These are from the Space Stage, and they are animated by Marina, the other 2d designer. She is the responsable of the Space Stages. She animated the ship-shield( A wonderful animation in my opinion).
Here are the gif!
Image removed due to the lack of support for HTTPS. | Show Anyway
Image removed due to the lack of support for HTTPS. | Show Anyway Image removed due to the lack of support for HTTPS. | Show Anyway Image removed due to the lack of support for HTTPS. | Show Anyway Image removed due to the lack of support for HTTPS. | Show Anyway
Image removed due to the lack of support for HTTPS. | Show Anyway Image removed due to the lack of support for HTTPS. | Show Anyway
I like the tree. I think the plants and crystals are a bit too subtle though.
love it. Except for the leaves on the tree. The style of them looks different from the rest.
Thanks Nate and Shiu!
Shiu: The trees aren't the final version. We're talking so much about get a strong art-style, but is hard with 2 "amateur" artist. We're synchronizing bit by bit.
We have this post careless because we are working very hard in the playable pre-alpha. We hope to have the payable version ready for friday 23th!
And now... More Gifs!! HURRAY!
This is the Main menu of the Pre-alpha, animated with spine of course! (By the way, i think spine have a bug with the gif exportator: this animations have 3 skeletons; background, logo, and menu. The menu don't appears in the gif and i don't know why. The menu has less frame that the other 2 skeletons)
Image removed due to the lack of support for HTTPS. | Show Anyway
This computer is a decorative asset
Image removed due to the lack of support for HTTPS. | Show Anyway
That title screen looks awesome! haha. The decorative asset/prop has convinced me that I'll need to have animations on background items as well in my stuff. It just looks epic.
Finally! Here you have The Intergalactic Trashman public pre-alpha 1!
This is our first milestone, and it's just a "techdemo". Currently, the game lacks of many things, but we already have a lot of plans for the next milestone. Be aware of bugs/paranormal activities inside the game Grin (and send it to us via forum or webpage contact form, please!).
Give it a try and tell us what you think about the game in every aspect (gameplay, design, music, sound...) We need your feedback to improve!
Thank you all for your support!
Windows (.exe file, with bundled JRE (java 7 NOT required)):
https://www.dropbox.com/s/k9nxm8ykxdk68l6/TITPublicPreAlpharev2.zip
ALL (.jar file, include a .sh script for linux, java 7 REQUIRED):
https://www.dropbox.com/s/nq2nk6idbbd7ucv/TITPublicPreAlphaRev2ALL.zip