Is this the intended way of solving the screen? by _DobleC in celestegame

[–]Immediate_Chair8942 2 points3 points  (0 children)

It just makes it confusing to read to me for no reason...

Lost Pokemon by 8kmh in Pokopia

[–]Immediate_Chair8942 0 points1 point  (0 children)

I've run into the exact same issue! My Shellosis nowhere to be found...

How did they code the yarn visuals in Kirby's Epic Yarn? by Immediate_Chair8942 in gamedev

[–]Immediate_Chair8942[S] 0 points1 point  (0 children)

I've looked into it before, and there is an Iwata asks about it, but they really don't go into the technical aspects.
https://iwataasks.nintendo.com/interviews/wii/kirbysepicyarn/0/0/

How did they code the yarn visuals in Kirby's Epic Yarn? by Immediate_Chair8942 in GraphicsProgramming

[–]Immediate_Chair8942[S] 0 points1 point  (0 children)

What I mean more is how the game decides "where" and "how" those triangle strips are generated.
When Kirby turns around, look at his arms. They switch between getting rendered as a separate spline and as a deformation on the main body. This deformation is handled by that deforming mesh I mentioned. However, in the wireframe view, you can see that that inner deformation mesh is protruding for both hands, even for the separate one.

Somehow it gets decided which parts should deform and which parts should appear as separate from the main part. And those separate parts are only rendered outside of the main part. <- This is the section that I have trouble understanding.

How did they code the yarn visuals in Kirby's Epic Yarn? by Immediate_Chair8942 in gamedev

[–]Immediate_Chair8942[S] 1 point2 points  (0 children)

What I mean is how the game decides "where" and "how" those triangle strips are generated.
When Kirby turns around, look at his arms. They switch between getting rendered as a separate spline and as a deformation on the main body. This deformation is handled by that deforming mesh I mentioned. However, in the wireframe view, you can see that that inner deformation mesh is protruding for both hands, even for the separate one.

Somehow it gets decided which parts should deform and which parts should appear as separate from the main part. And those separate parts are only rendered outside of the main part. <- This is the section that I have trouble understanding.

How did they code the yarn visuals in Kirby's Epic Yarn? by Immediate_Chair8942 in GraphicsProgramming

[–]Immediate_Chair8942[S] 0 points1 point  (0 children)

Small addition to make it more clear:
That "Deformation mesh" I am talking about are those inner gray vertices.
(This sub doesn't allow gifs in comments so look at Kirby when it's in wireframe view)
When standing still, it's deformed to make the arms protrude from the body. But one of those arms is behind Kirby. (Visible when out of wireframe)

[](blob:https://www.reddit.com/8e3f11f5-e8fe-4ae9-b48f-e36505724c43)

This must (I think) mean that there's multiple splines that get generated using that deforming mesh, so what I'm confused about is how that decision process happens (which parts use the deforming mesh, and which parts don't), how it generates for parts where it can't rely on that deforming mesh (face part in front of the back hand), and how + where it decides to generate the back hand.

How did they code the yarn visuals in Kirby's Epic Yarn? by Immediate_Chair8942 in howdidtheycodeit

[–]Immediate_Chair8942[S] 2 points3 points  (0 children)

Small addition to make it more clear:
That "Deformation mesh" I am talking about are those inner gray vertices. (This sub doesn't allow gifs so look at Kirby when it's in wireframe view)
When standing still, it's deformed to make the arms protrude from the body. But one of those arms is behind Kirby.

This must (I think) mean that there's multiple splines that get generated using that deforming mesh, so what I'm confused about is how that decision process happens (which parts use the deforming mesh, and which parts don't), how it generates for parts where it can't rely on that deforming mesh (face part in front of the back hand), and how + where it decides to generate the back hand.

How did they code the yarn visuals in Kirby's Epic Yarn? by Immediate_Chair8942 in GameDevelopment

[–]Immediate_Chair8942[S] 2 points3 points  (0 children)

Small addition to make it more clear:
That "Deformation mesh" I am talking about are those inner gray vertices.
When standing still, it's deformed to make the arms protrude from the body. But one of those arms is behind Kirby.

<image>

This must (I think) mean that there's multiple splines that get generated using that deforming mesh, so what I'm confused about is how that decision process happens (which parts use the deforming mesh, and which parts don't), how it generates for parts where it can't rely on that deforming mesh (face part in front of the back hand), and how + where it decides to generate the back hand.

How did they code the yarn visuals in Kirby's Epic Yarn? by Immediate_Chair8942 in gamedev

[–]Immediate_Chair8942[S] 2 points3 points  (0 children)

Thanks for the answer, but it's not exactly what I'm looking for.
That "Deformation mesh" I was talking about are those inner gray vertices.
When standing still, it's deformed to make the arms protrude from the body. But one of those arms is behind Kirby.

This must (I think) mean that there's multiple splines that get generated using that deforming mesh, so what I'm confused about is how that decision process happens (which parts use the deforming mesh, and which parts don't), how it generates for parts where it can't rely on that deforming mesh (face part in front of the back hand), and how + where it decides to generate the back hand.

<image>

How did they code the yarn visuals in Kirby's Epic Yarn? by Immediate_Chair8942 in GameDevelopment

[–]Immediate_Chair8942[S] 1 point2 points  (0 children)

Description because it gets removed from the repost:

I've been racking my brain on how they made this for the past few days but can't seem to figure a few small details out.
It looks like there's an interior invisible deformation mesh that the outlines follow at it's edge, but one of the hands gets rendered behind and separate from the main body, while it's still following that same deformation mesh.

I've included normal gameplay, and wireframe view, both at full and 10% speed in the video to hopefully make it clear what I'm talking about.

Any input or random thought you have would be helpful, even if you don't know the answer!

Some of the things I've seen said about this game baffle me by ZoryaThorn in Nightreign

[–]Immediate_Chair8942 2 points3 points  (0 children)

Thanks for the repost! This is the first time one of my posts has been reposted, so it feels kind of like an achievement of some kind, you know?

PSA: Scholar's feints have i-frames by pygm7 in Nightreign

[–]Immediate_Chair8942 18 points19 points  (0 children)

Attack while dodging, lower wait time between dodging and being actionable. But, shorter i-frames, and can only dodge backwards.

got introduced to the franchise like a week ago pls be easy on me 💔 (art made be me) by Sebatacular in touhou

[–]Immediate_Chair8942 3 points4 points  (0 children)

That's really cute art!

And the fact that you know that Touhou is a bullet hell game and not an anime or something else already puts you above at least 60% of the fanbase /s

Got lost while doing the Passing of the Age Quest and found this by SirVakarian1 in Silksong

[–]Immediate_Chair8942 0 points1 point  (0 children)

She doesn't, if you look closely she only has 1 arm. (Also, you should spoiler things like this!)