New video
Community Forums/Showcase/New video
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A video of my game being played just to show the animations / gameplay. capturing hardware not that great so its a bit blurry and dull Click here! new download available soon. Last edited 2011 |
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Hehe. Very cool :D How well does it play? Last edited 2011 |
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Looks kinda cool.. If your up for some critique tho, Im a big beatem up fan, and have to say that its a format that belongs firmly in a 2D (With 3D) setting, all that camera moving around and spinning is pointless and ends up distracting the player, the video actually gave me a sore head. Keep it on a flat plane, it will play and feel a hell of a lot better. Just my opinion of course.. other the above it looks sweet. |
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Hi, thank you for your input. I am happy with the gameplay sofar, and where I intend it to go. It isn't like most modern fighting games, It's mostly like the 1990's "Panzer Kickboxing" simple realistic easy to do moves doing great damage/things :) . I am always up for polite constructive critique. It dosent look so bad when your playing it (i dont think) it plays at 60fps was captured on a 25fps tv converter and was incoded at 30fps twice by the time it got to youtube, so its a bit smoother in real life. I based this game on real fights, and in real fights, circleing plays a major role. if you watch a K 1 match GREAT FIGHT they circle a lot but the camera doesn't follow them on the side plane. if it did it would get dizzying. In a game the camera needs to follow the fighters. part of the game play is to avoid hits by moving into the background and then countering. so i can't make it 2.5D. But I will tweek the AI so It manouvours more to try and keep in line with the camera. Also I might make a set of very sparse block color backdrops. to reduce this effect. There a other things I can try aswell. In all this time I never noticed this until you pointed it out. Cheers for posting. Last edited 2011 |
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Your demo looks amazing Zzz, i like it :) The animations are really well done, have you used motion capture ? I remember these meshes, this is the demo i wasn't able to play because of the MAV. Can you explain how do you managed to equip/unequip the armors pieces on each character ? Are the armor pieces only attached to bones ? I noticed that the skinning of your meshes (in your previous demo) was not really good near the articulations, but i can't see it in this video so i guess that's ok. |
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Your demo looks amazing Zzz, i like it :) Thanks The animations are really well done, have you used motion capture ? No motion capture, I made a custom animation tool then made them all by hand. I remember these meshes, this is the demo i wasn't able to play because of the MAV. Yeah I think I solved the problem with the MAV, I found an xp netbook that gave a MAV just as you described, it turns out that it was a problem with an alpha mapped texture. I think it will work on the next demo. Can you explain how do you managed to equip/unequip the armors pieces on each character ? Are the armor pieces only attached to bones ? ok This will be a long answer with fake code and lots of strange cludges... Each limb/bone has its own energy variable, when a hit lands on a limb, It does a check to see if that limb has any child entitys attached. if so it reads the childs name. the name of the armor will be "ARMOR_100" if it finds an entity with the "ARMOR_" name, it will then go N=Right$(last 3 digits) ;then it will go... N=N-amount_of_damage ; ;then if N>0 nameentity armorpiece,"ARMOR_"+N ;or if N=<0 orig_limb=getparent(armorpiece) nameentity armorpiece,"DEAD_ARMOR_BELONGS_TO_"+orig_limb then I parent armorpiece to the lost armor pivot endif when i hit the reset button it scans the lost armor pivot for all the armor any it finds gets parented to the the number that comes after "DEAD_ARMOR_BELONGS_TO_" then its renamed back to "ARMOR_100" Lots of strange cludges. this is how i remember it anyhow the real code is on another PC I noticed that the skinning of your meshes (in your previous demo) was not really good near the articulations, but i can't see it in this video so i guess that's ok. Do you mean the colors were horrible looking? if so, Its because I did a lot of experimenting with the colors changeing them before the fights etc. anyway I hope to have another demo up soon. It should work for you this time I hope. |
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Do you mean the colors were horrible looking? No, what i meant was the association of the vertices with the bones and the influence a bone has on some vertices near the articulations. Anyway your demo looks good. |
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oh, sorry. well the fighters body's are really just temporary. im going to be remaking the meshes with a different modeler. I found the temporary meshes looked better than I thought they would so I kept them for now. |