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Journal of Aardvajk



Project Restart

Posted by Aardvajk, 24 November 2014 · 253 views

Having a day off work today and have decided to dump my 2.5D grappling hook game and restarted my 3D platformer.

I'm doing all the physics myself in this one. I have the levels loading from the editor and a functioning kinematic character controller based on a capsule shape up and running, largely based on code I did last time I was working on this, b...


The Right to Bear Arms (now with meshes)

Posted by Aardvajk, 04 November 2014 · 295 views

Bit of progress since the last entry. Now, instead of generating a model for the player on the fly, I'm using a very quickly thrown together rigged mesh from my 3D modelling software and modifying the skeletal animation to make the arms point in the right direction. They blend between whatever animation is playing and the pointing direction nice and sm...


The Right to Bear Arms

Posted by Aardvajk, 30 October 2014 · 387 views

The player object now has arms that the grapples visually attach to. They smoothly move from the rest position to the correct position when grappling and rotate towards the correct point.

I've had to decide that the player can't turn around while it is grappling, because I'm separating the grapples by an offset along the z axis and if the player turns...


Project Update

Posted by Aardvajk, 27 October 2014 · 350 views

Just wanted to post since the obligatory eight to ten weeks since last entry have passed :)



The Grappling Hook project is alive and well and continuing apace. I've got the level editor at the point where I can make basic levels now, so can push on with developing the game knowing I can keep the editor up with game developments as I go along now.



I...


Grappling away...

Posted by Aardvajk, 21 September 2014 · 256 views

Still grappling away in my spare time. Been focusing on making the rope behave correctly with moving objects, which has proven to be a bit more complicated than I expected, but seems to be working now.

The grapple bends correctly around objects during any of its states now - extending, locked and retracting - and when it retracts it correctly back-tra...






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