• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.

Ryan Neal Blake

Members
  • Content count

    6
  • Joined

  • Last visited

Community Reputation

120 Neutral

About Ryan Neal Blake

  • Rank
    Newbie
  1. Hi MrRowl,   I have been tackling the pelvis in regards to what you said previously, he can walk backwards for a bit which is promising! http://screencast.com/t/bxUind4yx
  2. OK great, I'll have a go , if I can achieve what you say, should be a cool little piece of tech, with the pelvis, box2d allows body parts to be a fixed angle, I done this intially so I could keep him up right, making him balance and walk without having the a fixed angle will be tricky, but I like the challenge.   Thanks again!   Ill keep you posted with my progress.
  3.   Great to see the progress. You seem to be driving towards world space target angles, but using external forces rather than (or perhaps as well as) joint drives. That will make the motion look quite artificial - I guess the goal is to have the character moving naturally when he gets external interactions. The real challenge is to do it all with joint drives - and no cheat forces! That's what I/we do at NaturalMotion - in 3D that's pretty tricky, but in 2D it should be a lot easier (though still not easy!).   I am only using joint motors to move the limbs at the moement, no external forces, what do you mean by world space target angles, thanks for the reply as well, NaturalMotion looks like pretty cool tech too!   Also another video of smoother walking, looks more jerky then it actually is http://screencast.com/t/WbBXZ08uhXaF
  4. Checkout the backflip, framerate is smoother just the slow pc jing recording http://screencast.com/t/6kWnOTVpGn   Also the walking http://screencast.com/t/nxFTu8wL   Any feedback welcome!
  5. Finally made some progress, got this walker moving and even back flipping (he dont land on his feet yet though )let the fun begin I'll get a video up soon.
  6. Hello all I am finally asking for help with this, when I started investigating if 2d skeletal animation was possible via physics, I came across numerous sources which basically stated its doable, but it’s very hard problem. I thought I would give it a shot any way. I now know it is a very very hard problem. I came across simbcon I finally thought I had found the light, little did I know converting from simbicon to box2d still seemed a bit tricky.   Anyhow I have been working with this in box2d for sometime now, and I would like some advice on what to do next, I have read so many research papers on how to achieve forms of locomotion in 2d, but me and maths do not gel, I know this pretty much goes hand in hand with what I am trying to achieve, so I have done my best to understand the basic fundamentals.   I am currently at a stage where I have got a neat code base where I can load in the models via JSON,  can basiclly then import various animations poses which contain joint angles, the biped will simply try to reach those positions via joint motors. Once all joints are in range of the target position, the next pose is driven towards.   Now This works, but as any who has tried to do this before will know, there will be some oscillations which just make the movement look silly and unstable.   What I think  I need to do now is reduce the ground force when a foot is in contact with the ground and also add PD controllers, If this is the case I would like to implement the easiest one first, or if there is anything else I can do next, to reach my goal, or even if my current approach is seriously flawed point me in the right direct.   Is there anything in Box2d preventing me from achieving walk motions like simbicon, from what I gather the majority of variables are available to get a simbicon style biped in box2d   My experience is also competent as programmer, I just find those research papers hard to convert the formulas with the symbols into useable code.   Thanks for reading this, and I am a long term lurker, go easy on me ;) ­­ I am hoping to open source all this if I can achieve something worthwhile.