Jump to content
  • Advertisement


  • Content Count

  • Joined

  • Last visited

Community Reputation

98 Neutral

About tyree

  • Rank

Personal Information

  • Role
  • Interests

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. tyree


    dodge test 7 https://youtu.be/V0Xb03w5B50
  2. tyree

    My first Game level in Unreal

    its looks interesting. but reminds me of the star wars force unleashed.and similar games that use telekenetics. will there be hand combat with a faster pace at some point
  3. tyree


    dodge test 5 http://www.veoh.com/watch/v140140673HRHP7FFb I just found out veoh does not show on every computer. here is another link
  4. tyree


    dodge test 5 https://youtu.be/B2-KhepmHkE
  5. tyree


    dodge test 4 https://youtu.be/4kkp_JJ2td0
  6. tyree

    what am I doing wrong? (concept art 2d)

    I would not have posted the image otherwise. usually I do not post any of my 2d work online. but the first post was too ridiculous
  7. tyree

    what am I doing wrong? (concept art 2d)

    your trying to cheat the system. none of that image came from your imagination. none of that image is you. when you make something there will be a flow to it. concept is in the title. but you concepted nonething in there. do not try to reverse engineer art. it has to come from you. a place within you. this is not an environment. but you should be able to look at this. and see what is going on. without me saying anything
  8. tyree


    dodge test 3 https://youtu.be/zNm7O-wem_I
  9. tyree


    dodge test 2
  10. tyree


    dodge test 2
  11. tyree


    dodge test
  12. tyree

    Critique for newbie game - "Bleeping Bots"

    thats simple dont use physics at all. you just need to know when something collides with a surface and to not go thru it. physics is not needed for that as far as animation have the character run forward, walk forward and jump forward. in your 3d program. do not apply physics once in unity in truth motions do not have to be blended, just interesting. they can have hard cuts from one motion to the other. if the motion is interesting, but in your 3d program you could have the character go from idle to walk. idle to run, walk to run. and you would not need to blend it in unity. it would already be done. you just tell it to play but again you dont need to do this. the motion can have hard cuts. you would simplify the process a great deal. if you seperate the purpose of the engine. from the purpose of the 3d program. the engine is for interactivity, collision, checking distance to trigger an event the 3d program is for everything else. build the world, do the animations add life to everything in general. here is something you probably never considered. in your 3d program animate a bullet going forward. then in your engine, give it tracking code that points it in the direction.of whatever target. for something like that. its just as easy to do thru code. but what if you want the bullet to go forward then left or right, then make patterns and once its finished attack the target.thats not so simple thru code. but you could animate it 5 minutes. that is what your 3d program is for. to build something no one has seen before. and build it more often than not quickly.
  13. tyree

    Critique for newbie game - "Bleeping Bots"

    you dont seem to realize this. but giving an object physics turns it into nothing more than a life less block. being moved by math. and that is, what it looks like to the viewer. life less math. that resembles animation in no way. realism has no place in animation. unless your doing a simulation. but a simulation is not animation. architects simulate buildings, lights, weather. when someone tries to recreate an accident. they duplicate/simulate everything to be as real as possible. but that is the absolute, complete opposite of animation
  14. tyree

    Critique for newbie game - "Bleeping Bots"

    unless your selling graphics. you need not be concerned with graphics. your better off not using physics at all . do not use code to do a jump. animate the jump in a 3d program, not in unity. in code or in unity will not be unique. and will not come close, to what can be done in a 3d program. try doing a walk without auto keyframing
  15. tyree


    Ive done far more perfectly symmetrical characters than I care to count. doing another one does not interest me. the character and the animation are a 100 percent intentional. meant to be non standard. and I have yet to show the whole body. may seem different when you see the whole body
  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!