Søren

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.
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Shiu
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Nate

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Nate

Nate
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JuanluGC

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:



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:



-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:



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:
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JuanluGC
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Nate

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.
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JuanluGC

@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!
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JuanluGC
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Nate

Woohoo! Voted!
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JuanluGC

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)



Spider. (Small enemy, you must crouch to hit it)



We hope you like it. :handshake:
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JuanluGC
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Nate

Both are great but the shield guy is super cool, love the hole for his eye! :D
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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!





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JuanluGC
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Nate

I like the tree. I think the plants and crystals are a bit too subtle though.
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Søren

love it. Except for the leaves on the tree. The style of them looks different from the rest.
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Shiu
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JuanluGC

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)



This computer is a decorative asset

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JuanluGC
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Blackdrop

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.
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JuanluGC

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
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JuanluGC
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JuanluGC

Hi everyone!
We want to show you the NEW MELEE ATTACK!!! You’ll be able to kick (slash) some asses :D



Hope you like it! :rock:

---

Hi all!

It's been a while since last update. We have two major updates:

- We're working on our KickStarter campaign: we're making sketches, artworks, the trailer, talking about rewards, goals,...
We hope we will launch the KickStarter campaign on one or two months but, you know, it's a lot of work if we want a successful campaign.

- We're moving from Java/LibGDX to Unity: We almost have the first pre-alpha ported to Unity. Why Unity? Because we can export
the game to more platforms, and the developing process tasks, such as adding assets, creating physics bodies, build planets,... are faster.
Testing and adjusting parameters in Java/LibGDX is a slow task too (in comparison with Unity, of course).
Another important reason is the level designing and building, we don't need an specific editor, just an Unity extension.

While the designers are working in all the art stuff for KickStarter, the coders are adding new cool features
(planet jumping, ropes, dash, new enemies, conversation system, ...).

Here you have some of the new stuff:

Mechanized enemy:

Ghoyold (your co-worker):

Your personal AI:

Explosive spiderbot!:


Hope you like it!

Cheers!
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JuanluGC
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Nate

Ah, sad you are leaving libgdx. What additional platforms are you targeting? You find unity easier for adjusting because of the inspector? We've been thinking about an inspector-like UI for embedding into libgdx apps. For me hotswap (editing code in the running app) and proper debugging are where libgdx has the advantage.

Animations look great, as always!
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Nate

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JuanluGC

Thank you Nate! :)

The main reason is that we want to target consoles (360,PS3,PS4,ONE) if the
KickStarter goes well. I prefer LibGDX workflow too, but developing an specific editor for the level design is a huge task and Unity extensions like Ferr2D (http://forum.unity3d.com/threads/204436 ... rrain-Tool) saves a lot of work.
BTW, an inspector for LibGDX would be great!
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JuanluGC
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Nate

Ferr2D is indeed very cool looking! I'm guessing it is Unity specific, which is unfortunate.

Targeting consoles is a problem for libgdx because they don't use OpenGL. :( It could be done, but makes it a lot of work. The easiest way for libgdx is likely via WebGL. I hope we'll be able to work on consoles at some point since libgdx 1.0 has been released.
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Well a quick update!

This is a little sneak peek of our Kickstarter Video.

The text goes fast but i didn't realise until the video has rendered.

https://www.youtube.com/watch?v=yU_b0wF7800

I hope you like it!!
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JuanluGC
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Rayvell

JuanluGC wrote:Well a quick update!

This is a little sneak peek of our Kickstarter Video.

The text goes fast but i didn't realise until the video has rendered.

https://www.youtube.com/watch?v=yU_b0wF7800

I hope you like it!!
Ow!! They are so cute!!! :love:
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Rayvell
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JuanluGC

Hi again!!

I have a couple of gif that i wanna show you!



This is a gif of the conversation system.



and this is the new "hurt" animation for the workers/gunners...

We film the process of creation of that animation. The skeleton is very old and we wanna update this one with mesh/skinning/IK but currently we working in the kickstarter's stuff. We hope finish in a month (more or less)

https://www.youtube.com/watch?v=4bQKCPi508k
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JuanluGC
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Søren

Looks great! :D
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Shiu
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Jaf

Pretty incredible work. Digging all the animations!
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JuanluGC

A few more animations !

Here you are the boss of the Intergalactic Trashmen!





---

We're working in the cinematics for our kickstarter video. Here you are a little piece.



We used Skinning and FFD to do this animation. We spend 2 days of work but we think that worth it.

We have made a few more animations but we cant show you... we dont want to spoil the video!
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JuanluGC
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Søren

Looks great! :D Thanks for sharing.
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