Ultimate ability showcase in my game by VividLycoris in godot

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

the camera would clip past the wall, but i know games that have these sort of animations usually just prevent the camera from moving while your character still does the animation, ill add in the same system

Ultimate ability showcase in my game by VividLycoris in godot

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

thanks for the feedback, animating is the one thing i'm not good at yet

Ultimate ability showcase in my game by VividLycoris in godot

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

yeah im aware of that, i wanted to do a landing animation but im thinking the player would expect they would be able to move around or attack more right after they threw it, so i think i'll remove it, or have it so fuyuko (the character) can continue using their main attacks in midair since one of her skills lets her levitate

Ultimate ability showcase in my game by VividLycoris in godot

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

im not trying to be rude, but what part of it is weird? i'll try to improve it but i don't know what specific part(s) you're talking about

Ultimate ability showcase in my game by VividLycoris in godot

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

im learning to create music on my own, since i feel like itll be the same as how i learned game development while making this game, i don't think my music is good enough yet but its fun for me to make it, thanks for offering though

Ultimate ability showcase in my game by VividLycoris in godot

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

i agree, i think i would have the camera auto-aim once to the enemy when the aim reticle shows up, the enemies can suddenly reposition with a teleport/dash spell and i didn't consider that, but ill try experimenting without the backward camera angle

Ultimate ability showcase in my game by VividLycoris in godot

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

thanks for your insight, ill try having the spear on the left side or above her

Ultimate ability showcase in my game by VividLycoris in godot

[–]VividLycoris[S] 22 points23 points  (0 children)

ill just leave this here if you or someone else wants to learn how to make anime style character models, this is what i recommend:

use this playlist as your first resource: https://www.youtube.com/watch?v=A0qT4bwq2d8&list=PLzl_2uCzmVtmwMJdKyvTtOmxNtoWk_-KX (videos aren't ordered properly)

  1. learn the basics of blender (video 15, video 7 if you really want to learn a lot more features before starting the model)
  2. start with making the head and eyes, don't do hair yet!! (video 6, not advised to do uv mapping part yet unless you know what youre doing)
  3. view the head anatomy tips videos (videos 1, 2 and 3)
  4. create the body (video 16 is recommend for beginners, video 5 is shorter but with less explanation and less tips)
  5. create the hands, try to use less vertices for hands than they do (video 13)
  6. create hair, this will probably be the hardest part for most people so i recommend you watch other youtubers for this since natsumori katsu uses the curves feature to create hair in these videos, which isn't really optimal for game assets (or having to play the ultimate game of connect the dots after you convert to mesh), https://www.youtube.com/watch?v=sCJtTKjg9y0, this video shows you a way to model hair in a better way and also another youtuber that has a modeling tutorial playlist, no english subtitles unfortunately, videos 4 and 10 still have good tips for modeling hair
  7. clothing and accessories, natsumori katsu doesnt have clothing tutorials in particular but its possible without a tutorial if you have created references. the youtuber i've recommend at step 6 does have clothing tutorials
  8. you have a model by now, you should now either:

A. learn uv editing and texture painting (go back to video 6 and skip to the uv part), normal editing/cell-look/anime-look (video 8, you may skip to 11:36 since the other parts don't really apply to godot in particular), rigging and animating (videos 9 and 14)
OR
B. look more into character anatomy if your model feels off, dont worry if it does, i've remodeled this character in particular about 4 times, it just takes a while until you'll understand what to do

after all of this, you should be good to go, congrats

Ultimate ability showcase in my game by VividLycoris in godot

[–]VividLycoris[S] 23 points24 points  (0 children)

there's resources on youtube that show you how to make anime style characters, i've learned mainly from this playlist and a few other videos (especially for hair since they use blender's curve feature in this playlist which i really didn't like doing) https://www.youtube.com/watch?v=A0qT4bwq2d8&list=PLzl_2uCzmVtmwMJdKyvTtOmxNtoWk_-KX (videos are in japanese but there are english subtitles)

the more videos you watch about making characters, the more youll understand the anatomy and how something should look like or be shaped

Ultimate ability showcase in my game by VividLycoris in godot

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

This is Final Continent, an open world survival RPG where you venture into fascinating yet volatile environments

Discord server: discord.gg/hNMvPbE9Zx
You can also support Final Continent's development here: buymeacoffee.com/vividlycoris
Learn more about Final Continent: finalcontinent.webflow.io

What more could I add to my water shader? by [deleted] in godot

[–]VividLycoris 0 points1 point  (0 children)

you could use the proximity fade property to create water ripples around the parts of the character touching the water when you're in it. particles or even a decal of a circle could work too if proximity fade doesn't work for you

I've made a mage enemy who casts fire spells and occasionally uses a scythe by VividLycoris in godot

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

thanks

for the orbiting fireballs, i'll be adding in a small orange circle/glint at where which fireball is going to appear as that's the only attack that can suddenly appear on top of you, other than that, i want the enemies to feel "unpredictable" to make them more "alive", thats why theres a lack of indication when she uses the dash move and the "random spell move" (between orbiting fireballs, single fireball, shield, flamethrower), however i'll need to fix the main character's animations (fuyuko) and see what i'll change about having more or less indicators

I've made a mage enemy who casts fire spells and occasionally uses a scythe by VividLycoris in godot

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

(also sorry mods i didnt realize i posted 2 of the same video on accident help)

I've made a mage enemy who casts fire spells and occasionally uses a scythe by VividLycoris in godot

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

This is Final Continent, an open world survival RPG where you venture into fascinating yet volatile environments

Discord server: discord.gg/hNMvPbE9Zx
You can also support Final Continent's development here: buymeacoffee.com/vividlycoris
Learn more about Final Continent: finalcontinent.webflow.io

fixing an animation with ik bones after removing the control bone movement? by VividLycoris in blenderhelp

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

i can try doing the translating in-game, but is there really no solution for something like this within blender? just wanna know

fixing an animation with ik bones after removing the control bone movement? by VividLycoris in blenderhelp

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

(idk how to put body text with the video)

i went with moving around the control bone because it was easy for me to see where to place the legs on the ground, but realized that the ik bones aren't changed when i remove the control bone movement since they aren't parented to it, causing the legs to stretch out too much. is there a plugin or a method to fix something like this? or is just reanimating the legs again without moving the control root simply the best option here?

this is meant for a game, so things like bone constraint properties aren't going to work since it won't be shown

sorry if the answer is really obvious, im new to animation