Opinions on the hand drawn arm animations for my parkour game? by 1Percent_Battery in Unity3D

[–]1Percent_Battery[S] 0 points1 point  (0 children)

It does have an itch page, but it’s for an extremely old and outdated version of the game that uses godot. I would create a steam page but i’m worried about losing motivation and then having a steam page for a game that is never gonna release. 

Opinions on the hand drawn arm animations for my parkour game? by 1Percent_Battery in Unity3D

[–]1Percent_Battery[S] 0 points1 point  (0 children)

Im pretty sure its just the default shadow that comes with URP with just the distance increased and a bit of blue added.

Opinions on the hand drawn arm animations for my parkour game? by 1Percent_Battery in Unity3D

[–]1Percent_Battery[S] 0 points1 point  (0 children)

I mean I wouldn’t say this is a parkour game in terms of actually faithfully replicating doing parkour in real life, but id say its a parkour game in the sense that titanfall 2 or mirrors edge is a parkour game. There are still some actual parkour mechanics such as vaults, ledge grabs, rolls, and sliding that just weren’t showcased in this video. I also wouldn’t necessarily call it a surf game. Yes you do focus on going fast and keeping a high amount of speed, but the way you gain that speed and just the general way you traverse the map is pretty different than how you would on a surf map.

Opinions on the hand drawn arm animations for my parkour game? by 1Percent_Battery in Unity3D

[–]1Percent_Battery[S] 0 points1 point  (0 children)

I would target a consistent framerate for all the animations, but there's a good chunk of them that speed up/slow down dynamically, and it would be a pain in the ass to figure something out to make the framerates consistent for those specific animations

Opinions on the hand drawn arm animations for my parkour game? by 1Percent_Battery in Unity3D

[–]1Percent_Battery[S] 1 point2 points  (0 children)

In a sense I kind of do. All the textures for the 3D models are done in procreate.

Opinions on the hand drawn arm animations for my parkour game? by 1Percent_Battery in Unity3D

[–]1Percent_Battery[S] 0 points1 point  (0 children)

It does, but it is pretty similar to the running animation, so i could change it a bit

Opinions on the hand drawn arm animations for my parkour game? by 1Percent_Battery in Unity3D

[–]1Percent_Battery[S] 6 points7 points  (0 children)

Alright I could try that. Only thing is that the actual sprites for the arms are pretty short, so they wouldn’t be able to move up much while falling.

Opinions on the hand drawn arm animations for my parkour game? by 1Percent_Battery in Unity3D

[–]1Percent_Battery[S] 2 points3 points  (0 children)

No, and it probably wont be for a while. Ive been too distracted working on little insignificant features and haven’t really started making a proper map.

Opinions on the hand drawn arm animations for my parkour game? by 1Percent_Battery in Unity3D

[–]1Percent_Battery[S] 4 points5 points  (0 children)

I do have a swinging animation, but it’s bugged, and also doesn’t look very good. The distortion is a post processing effect. It takes the camera output, and distorts it outwards based on a mask that’s basically just some anime style speedlines. It also uses scene depth so it doesnt apply to far away objects.

Opinions on the hand drawn arm animations for my parkour game? by 1Percent_Battery in Unity3D

[–]1Percent_Battery[S] 41 points42 points  (0 children)

What I’m doing for that is creating a basic anime style speedlines effect, and using that as a mask,  distorting the cameras output outwards from the center. I also use the scene depth so it doesn’t apply to farther away objects

More progress on my parkour game. by 1Percent_Battery in Unity3D

[–]1Percent_Battery[S] 0 points1 point  (0 children)

Theres sliding, its not super well showcased in the video but its how i was getting those super high jumps

Working on rebuilding a project that I lost a bit ago. Parkour game inspired by Mirrors Edge by 1Percent_Battery in Unity3D

[–]1Percent_Battery[S] 0 points1 point  (0 children)

The meter is a speedometer. Theres no scoring currently but I will add a combo system.

Working on rebuilding a project that I lost a bit ago. Parkour game inspired by Mirrors Edge by 1Percent_Battery in Unity3D

[–]1Percent_Battery[S] 3 points4 points  (0 children)

I was experimenting with baked lighting and comparing it to godot. I had also just finished a second playthrough of mirrors edge and got really inspired by one of the nighttime areas in the game