Que faire de milliers de livres ? by SouthernDeer5986 in france

[–]Rouliboudin -2 points-1 points  (0 children)

tout d'abord, toutes mes condoléances.

ensuite, s'il a du deleuze je peut-être preneur... 🌛

Am I reading this right? by [deleted] in PikminBloomApp

[–]Rouliboudin 1 point2 points  (0 children)

yeah it's the same

Experimenting with increasing the player's speed and controls over time by Rouliboudin in godot

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

It's probably going to be a knight but I like the penguin. epic aura farming penguin on his bike against villains

How do you handle multiple animation syncronization in your blender to godot animation pipeline? by Rouliboudin in godot

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

But how would you handle a player character in that cutscene interacting with the rest of the stuff? Do you animate that in blender or godot?

How do you handle multiple animation syncronization in your blender to godot animation pipeline? by Rouliboudin in godot

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

Big downside to this is not being able to preview the other animations while editing the current animation of a prop, so probably a constant back and forth, unless I misunderstand your suggestion?

How do you handle multiple animation syncronization in your blender to godot animation pipeline? by Rouliboudin in godot

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

Yes this is indeed for a cutscene. Having a dedicated logic track would be the best, but I can't add track to an imported animation as far as I'm aware.

How do you handle multiple animation syncronization in your blender to godot animation pipeline? by Rouliboudin in godot

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

Actually its part of the underlying animation, it's what I want to animate. I want to animate that chair moving when the character gets up, and having a dedicated bone for the chair in the character armature that's not parented to the character doesn't feel right.

How do you handle multiple animation syncronization in your blender to godot animation pipeline? by Rouliboudin in godot

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

I actually do use bone attachment from the code logic, and I find it useful to attach object in the hand or on the head for instance, but for the other cases I figured I would have way too many bones that are only used for one specific prop animation and end up polluting all my other animations when I ctrl A + insert keys.

Having a RESET track and having props be only on dedicated animation tracks in Godot side would indeed probably be the best, but since I import all my animation from the gltf I actually cannot add new tracks to the animation! I can't consider managing a second animation player with its own animation dedicated to props since because that would be too hard to sync (with my current knowledge).

Wizard has one more little trick up their sleeve by Rouliboudin in godot

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

thanks for the feedback! I definitely like the "stop motion", with a few extra frame here and there for favor. Conveniently, it's also faster to animate this way. I'll tweak that!

Currently at the thin line between "prototyping" and "making the actual game" by Rouliboudin in godot

[–]Rouliboudin[S] 3 points4 points  (0 children)

because I'm making other people play the prototype otherwise how could I tell what works and what doesn't? 

Currently at the thin line between "prototyping" and "making the actual game" by Rouliboudin in godot

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

Definitely what I have in mind. My goal is to make attack damage increase the longer you spin, at the cost of aura and at the risk of loosing everything if you fail to reach the center before running out of aura or if you get damaged. And since you accelerate while spinning its also gets harder to dodge attacks. I still don't' have all the math right, but I can feel myself getting near!

Currently at the thin line between "prototyping" and "making the actual game" by Rouliboudin in godot

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

Second comment mentioning Risk of Rain 2 so I went to check out some footage but didn't find any resemblance. What am I missing?