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Member Since 29 Jun 2008
Offline Last Active Oct 04 2013 05:08 AM

Posts I've Made

In Topic: 2d Skeletal Animation system

21 December 2011 - 11:42 AM

Check out this thread - I attempted a 2D skeletal animation a month or so ago. Here are videos of its progress at various stages, in order from earliest to latest:


The end result (as far as I got) was pretty pleasing, but if you look at the earlier videos it might be easier to see how it was structured. Basically I used sine waves to determine the current position of each joint, relative to its parent.

Eventually I lost motivation because I realised the easiest way to progress would be to start again with 3D vectors, even if they were drawn in 2D. Depending on how sophisticated your animation is you might want to do the same. Consider the order in which body parts are drawn, especially if there is a turning animation.


03 December 2011 - 06:05 AM

I would argue though that with the right sort of motivation, with years of hard (but sometimes enjoyable) work, you can become a valuable, experienced individual and work as part of a team on game projects, maybe even an MMO. Yes, when it comes to very small projects, just do it. If you fail, you've still learned something.


03 December 2011 - 05:52 AM

Please read this carefully, don't waste the time I put into this post.

Stop. Think before you run out into the road. You are obsessing about this project. You are deluded.

It's natural, though. A lot of programmers are driven to make an MMO when they are new to the games industry. Dammit, I still am. Guess that means I'm still new. But I like to think my viewpoint is slightly more realistic.

There are people here in this forum who have worked on major game titles. Some of them are more creative, more intelligent. They have years of experience thinking the same thoughts as you, and being just as driven. Don't just throw away their advice, they have been where you are and can look back and see all the wasted motivation.

To see the sort of scale the project you're working on, read the credits for WoW. Go on, read them. Yes, 10-20 minutes of different names sliding rapidly up the screen. Many different roles. A lot of these people worked full time for the years it took to make the game. Consider what sort of money it would take to pay their wages. No, you can't. No single person can imagine it. This was funded by a company which already had years of experience making games.

If you go ahead with this project, you will be fighting for several months, then eventually lose interest or crash and burn, seriously demoralised. Your task is impossible. Probability of completion is a nice round 0. Just don't do it.

Oh and you probably won't get permission from the Bleach guys anyway. If you just publish your work regardless you can find yourself in an actual jail cell, with a solid door. Or your parents will be mad at having to pay thousands or tens of thousands in damages.

Apologies for being blunt, direct, and patronising, hopefully you'll get the point.

In Topic: Components / Spatial Graph

15 November 2011 - 02:15 PM

I'm still working towards a component based design, so YMMV, but I opted to have a single spatial component, per object, which is handled by a spatial subsystem. what has really tripped me up so far is how something common to many components, like position, should be handled. So far my idea has been that components hold no data of their own, only functions. the data is stored in kv map of belonging to the entity as generic data. this way the entity has no original data(or unused data) only what has been added to it's map via it's components. I've not reached the light at the end of the tunnel, but this has definitely been my most reusable attempt so far.

Well this is certainly an interesting approach. It seems like the polar opposite to mine because my components hold no functions, only data (virtually all component processing is handled by the subsystems). I'm currently wondering whether it would be feasible or practical for each subsystem to hold its own scene spatial graph. Perhaps this would only be necessary for certain subsystems.

In Topic: 2D Running Character using Vector Graphics

07 November 2011 - 03:52 AM

You might be able to get your torso rotation if you use a scaling transform for the torso and some cleverly made graphics that include masking. So basically you create a torso art asset that can be masked and scaled and play around with the mask and scale till you achieve the result you want. If your mask is the torso then think of the position of the graphic that fills that mask as being like a spherical map that stretches around the torso. That might actually work by itself.

Actually, just watching your second vid, that looks pretty slick, you just have to texture it right to hide the clothes pegginess of it

Thanks for the reply. :)

I got a bit confused though. A spherical map that stretches around the torso? Spheres are 3D, and my character is, well... just polygons moving relative to each other according to sine waves. Are you referring to a texture wrapped around like a skin for a 3D model, to make the torso rotation more visible from the side?

This is only meant to be a 2D animation, using vectors for all graphics (i.e. no textures or art assets). I've found this allows me to scale and tweak variables more easily. Perhaps I'm taking a naïve approach though, or you have an applicable suggestion which I just don't understand.

The main reason for this post is that the current bone / joint structure clearly can't do everything (consider the neck, or the palms of the hands, or the ribs). I'm looking for ways to pad it out, and to draw the outside edges of the geometry only. I should have clarified that in the OP, will modify it now.