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Medmatheus
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Posted: 5th Mar 2019 17:22
Heres a draft of first level untill now:

Belidos
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Posted: 6th Mar 2019 09:23 Edited at: 6th Mar 2019 09:26
I've got the idle animations, walk animations, jump animations, and throw animations (although i may change this one) done, i can reuse the walk forward for walk back/left/right as third person control will allow that without it looking odd (if it was for use as a character they would be needed as gg handles them differently).

All i need to do now is run, crouch, crouch move forward (again back/left/right crouched be replaced with the forward crouch animation), and a death animation (i'm, thinking flat on back arms spread with feet in the air for this) and it will be ready.

Not as many as i thought i needed, looking at the FPE for Todd the Rabbit it seems a lot of the animations are reused.

Quick question, will you be needing crouch animations in your game?

If not i can just copy over the walk animations and forget them, if you are, then i will make the crouch animations too, although i'm not sure how i will do that yet as short stubby legs aren't exactly ideal for crouching lol.

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Medmatheus
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Posted: 6th Mar 2019 12:33
Don't worry about crouch animations, game will be more focused on running, jumping and throwing stuff on others
Belidos
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Posted: 6th Mar 2019 12:50 Edited at: 6th Mar 2019 12:52
Great, only two more animations to do now, then i'll texture it properly, and you an have the prototype version to p[lay with.

I thought i was struggling with a couple of animations, as in gameguru the transitions between them weren't quite right, then after playing with Todd and the Wizard to see where i was going wrong i noticed that the same issues happened with them, so i assume it's a limitation with the third person controller, so i'm a little less worried about it now

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granada
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Posted: 6th Mar 2019 13:24
Looking forward to seeing the finished model

Dave
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Belidos
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Posted: 6th Mar 2019 15:44 Edited at: 6th Mar 2019 16:09
Death animation complete, he puts his arms out, spins on the spot to face the camera, and falls over backwards with his his legs in the air

I'll post a video sometime tonight when i can get on my bigger PC (hopefully).

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Belidos
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Posted: 6th Mar 2019 21:51
OK here you go:



There is also a throw animation, unfortunately when i tried to test it, it didn't play, i tried everything i could think of to get it working (that's why i'm posting so late), but i couldn't get it to work, so i tried the other third person characters (todd and the wizards etc.) and it doesn't work on them either, i then tried it in the 1.4 DX9 version and the animations worked perfectly, so it looks like that since the DX11 updates third persons punch/kick fpe commands no longer work, so although there is a throw animation it doesn't work unless you use 1.4 or earlier

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GraPhiX
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Posted: 6th Mar 2019 22:25
AWESOME work well done Roy
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Medmatheus
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Posted: 6th Mar 2019 22:34
You did a great work there Belidos, cant wait to see this guy on action
Belidos
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Posted: 6th Mar 2019 22:40 Edited at: 6th Mar 2019 22:42
Just a few more tweak, i'm going to remove part of the idle animation and stretch the rest out a bit to make it slower, he cycles through them a little fast, and dave mentioned that the death animation was a little fast too, so a few little tweaks should do it, then on to some proper texturing.

It's far from perfect, there are a lot of little design flaws i could do better with practice, but i'm pleased with it for a first attempt.

It's just annoying me that the third person controller doesn't work properly since the update so you won't be able to see my throw animation.

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granada
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Posted: 6th Mar 2019 23:19
That little guy is great,nice job

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Medmatheus
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Posted: 6th Mar 2019 23:20
does his jump animation still works fine on higher jumps?
Belidos
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Posted: 7th Mar 2019 06:27 Edited at: 7th Mar 2019 06:34
It should work the same as the rabbit, it uses the same number of frames, and gameguru controls the height and distsnce of the character when jumping, not the model.

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cybernescence
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Playing: Cogwheel Chronicles
Posted: 7th Mar 2019 11:56
Great looking character!

If I remember rightly some animations are only initiated if the fpe does or doesn’t have an entry for hasweapon. Might be worth checking that to see if that makes throw work?

Cheers.
Belidos
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Posted: 7th Mar 2019 12:51
Nope, that didn't work either cybernescence. It's the same with the rabbit and the wizards, they used to swing their arms to fire prior to the third person controller changes (when he changed them to work with all characters), but since the changes they don't do it either. The fire ball shoots off fine (using the easter weapon, or the staff weapon), it just doesn't to the animation for it.

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cybernescence
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Posted: 7th Mar 2019 18:06
Sorry, there is a bit more to it, but wasn't at PC to check.

Also need to have:
csi_stoodpunch = 995,1025 ;used when no weapon assigned in fpe and left click in third person
in the fpe (obviously with your anim range).

I can't check it with wizard as not running stock engine at the moment.

It's possibly not ideal if it does work as it's for melee animations and attacks and I think your penguin is needing a snow ball weapon - but it may demo the anims.


Cheers.

Belidos
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Posted: 8th Mar 2019 00:34
I have anims on punch and kick, with or without a weapon listed it still does not play them in the current build, but does in 1.4.

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Belidos
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Posted: 10th Mar 2019 14:09
OK, here's the initial prototype attached in the post for you, the zip is password protected and i will send you the password in a private message on here. If you are happy for others to have the model then you can give the password out as you like.

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granada
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Posted: 10th Mar 2019 15:42
Time for another vid of this guy I think

Dave
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Medmatheus
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Posted: 10th Mar 2019 22:15
You made it Belidos! Thanks so much again for this, gonna record a new movie of finished map when I arrive at my home notebook.

Belidos
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Posted: 11th Mar 2019 05:13
Still a couple of bits i meed to do, textures are only temporary, need to redo the uv mapping and do them properly and of course need to add his belly button. Also the firespots a bit out, need to work that out, no matter which way i turn the firespot bone in blender its pointong the wrong way because you cant rotate it aling its central axis , doesnt matter much for the fireball weapon, but guns and stuff will point the wrong way.

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Medmatheus
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Posted: 12th Mar 2019 11:42
Sry guys, been really busy this week. As long I got things done here going to release our Penguin first lv video
Medmatheus
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Posted: 16th Mar 2019 00:14
K guys, heres our Penguin in action:

granada
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Posted: 16th Mar 2019 14:29
Great job,games going to be fun by the looks of it . (Nice job on the model Belidos )

Dave
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Belidos
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Posted: 16th Mar 2019 17:52
Looks good, I'm well pleased my model fits so well in your game.

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cybernescence
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Playing: Cogwheel Chronicles
Posted: 16th Mar 2019 20:06
Nice work Belidos - and I'm not just saying that .

Look pretty good so far Medmatheus, but think you should replace the default jump and especially death cry sounds .

Cheers.



Medmatheus
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Posted: 16th Mar 2019 20:39
@cybernescence Yea Cyber, that's true. Still lots of work to do on HUD and sound fx. I used random sounds when creating this first map, but going to change lots of stuff. Thanks for feedback
Belidos
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Posted: 16th Mar 2019 21:04
Watching that video, i've just realised how well gameguru actually handles animations, for example the jump animation, it knows when the exact midpoint of the animation is and holds it in that pose until it calculates the space between the character and the ground is close enough to complete the animation, very clever.

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