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3 | Get enum value "string", and get int value of that Sorry if the title is confusing, but I literally don't even know how to summarise this into a title. So here's the problem I have a list of combat moves for a character. I have an animation for each of those possible moves. When the "combat manager" (instantiated to manage each individual fight) works out what move the enemy and your person will make, it should tell the Animator to play the animation specific to the selected move. I'm really not sure how to go about this so The player's Animator has a state for each possible move, containing that move's animation. The script controlling the Animator has a public enum "CombatMove" containing every possible move (ie. CombatMove.WhicheverMove). So the Combat Manager will get the name of the move (eg. "Right Middle Jab"), remove the spaces and search for an enum value whose name is that string (eg. CombatMove.RightMiddleJab). Now it has the corresponding enum value, it retrieves the int value of that (eg. 0). It then sends that int value to the Animator, where each move's transition will occur if the int value equals the move's int value on the enum. So summed up move's string name, turned into an enum value name, turned into its int value, used to specify which move animation should be played. The questions 1) How do you find an enum value whose name equals a given string? 2) How do you get the int value of that enum value? If this is confusing, please comment what makes no sense and I will try to explain, I'm honestly so lost that I don't even know how to ask what I need to ask. EDIT IF anyone is wondering what I mean by 'int value', Fafase's answer at http answers.unity3d.com questions 764091 using c enums to control an animator.html says that each enum value has an int value by default, which can be used in animation conditions however I have no idea how to access them, which part 2 of my problem. |
3 | Multiplayer synchronization and pathfinding I have a point amp click type interface on a client, which runs an A on the server, for path finding. The game is controlled like an RTS, but the world is persistent, so players should be able to join leave at any time, and there will only be 30 or so units at most on the screen. What is the best way to synchronize the player movements between the server and client, once I've computed the path(s)? Does the server need to sync the clients on every animation step frame? or can it just tell the client "go to position X,Y" for each node on the path, and each moving player? Or is it best to just run the animation timers on both client and server, and have it be implicitly synchronized that way? What would the typical data exchange be like for path based movement? EDIT Some of you have been suggesting lockstep, because I said "RTS", but the game isn't an RTS, it just has the same kind of interface. The big difference is I need to be able to have players join and leave the game at any time. Sorry for not being more specific. |
3 | Creating Smooth Animations Possible Duplicate What s the best way to create animations when doing Android development? What animation technique is used in Dont Starve ? I've always admired Zeptolab for their smooth in game animations. Zeptolab has created both Cut the Rope and now Pudding Monsters. I'm wonder how you're able to get animations this smooth? Are these sprite sheets? Are they actual 3D models? Here's a video of their latest game http www.youtube.com watch?v rV1dlN dbJQ If you get to the game play you'll see how the guys are constantly wiggling and it's so smooth. You also saw this in the monster guy in Cut the Rope. I'm just wanting some insight into how this is done. Like what tools they may be using. Thanks |
3 | Unity Animation With Motion Now running in place I am new to unity. I am trying to assemble a character that walks forward, stops, and walks forward again when I maneuver the joystick (ps4 controller) accordingly. I have the whole thing pretty much set up... However, my animations broke at some point. Initially, when I added the animations to my character, the character moved with the animation according to the motion encoded in the animations (all of which were auto rigged at Mixamo...so I am almost certain the bug is downstream in something I did or enabled somehow). Now, every animation has the character running, turning, jumping etc. in place. Meanwhile, the animation subscreen (when I inspect the clip) shows the character running forward. I tried implementing some fixes I found online I changed the root motion node to Root Transform, for instance...and that is when the most confusing thing happened a few of the animations started working...but all of the animations showed the character running in place in the subscreen...so now I have no idea what is happening. Additionally, the animation clips which do not move the character actually transform the character back to the starting position (actually, that isn't correct I moved the character into the air to test this the clips without motion transform the character back to the starting position on the ground). I have disabled all scripts...so have I somehow broken the animations...??? Re Importing the animations does not fix them either. Here are the images of my character settings, then the controller, and then an animation clip which shows the character moving forward in the sub clip and where motion information is clearly present... |
3 | Control rig sequence is not in UE4 menu In the Unreal Engine docs, it is mentioned that, in order to create a Animation Sequence using the Control Rig, it is possible to create a ControlRig Sequence. Now, why do I need that? I need it to create Animation Sequences for my character and I do not want to create the Animation Sequence in other softwares, like Blender. So why I can not find ControlRig Sequence in UE4 menus? |
3 | Looking for an easing equation I am looking for an easing equation with the following properties It starts at a velocity of zero, and eases into a constant velocity of 1 for a duration of t 1 seconds (cubic, exp, or quintic, doesn't matter) It then has a constant velocity of 1 for t 2 seconds. Finally, it eases down to zero velocity for a period of t 3 seconds. t 1 t 2 t 3 t max The function starts at zero and ends at 1. t 2 will be chosen by the easing function to satisfy (4) and (5), given t 1, t 3, and t max. Therefore the function has the form float EaseConstantVelocity(float current time, float t 1, float t 3, float t max) ? How do I construct such an easing function? Edit What I'm looking for is conceptually similar to the CubicInOut function, except in the case of CubicInOut, t 2 is 0. |
3 | How to animate a character from a sprite sheet? I'm making an online game, and I had been using a blank square as the character until recently. Now I want to add a real, animated character. I downloaded a free sprite sheet which has 12 (3x4) character sprites. What is the general method to animate the character? I see why having all the character animations in one file can be useful, but I don't understand how it would be done. I don't want code or anything, I just want to know how you normally use the sprite sheet to animate a character so I code it afterwards. |
3 | Root Animation unusual position and non root animation snaps back Im trying to do a stop animation . when i release the W key then from Run it will do this animation then goto IDLE . But somehow this is not working right. as you see in those videos below. So how do i achieve this ? Im using animation from mixamo. After Root Motion http i.imgur.com JwY98P2.gifv Before Root Motion https fat.gfycat.com ReflectingMealyCrane.mp4 |
3 | What are the benefits or drawbacks of splitting the player animation system from the wall collision system into multiple objects pinned to each other? I'm currently making a simple platformer in GameMaker Studio 2 and I've had people telling me that I need to separate the two things into an invisible wall collider mover and animation sprites pinned on top of it. I've also had people telling me that's overcomplicated and stupid. But I've never heard the reasons why I would or should do it either way. |
3 | why animated tiles aren't animated? So I got some code and I'm using pytmx to load the maps, but the animated tiles don't seem to animate in my pygame game. Is there a setting to change that or do I need to write the animation code myself? |
3 | How can I make background elements wrap around the screen? I'm looking to make my clouds wrap around the screen in my game (like the picture). Right now it just continues off the screen. The current movement code is Cloud.center CGPointMake(Cloud.center.x 0.032, Cloud.center.y) |
3 | How to add custom control shapes to a rig in Maya I find most Maya animation videos has these circle lines to control character part rotation Why does my imported fbx not have these circle lines? |
3 | Change alpha to a Frame in libgdx I have this batch.draw(currentFrame, x, y, this.parent.originX, this.parent.originY, this.parent.width, this.parent.height, this.scaleX, this.scaleY,this.rotation) I want to apply the alpha that it gets from the method, but theres is not overload from the SpriteBatch class that takes the alpha value, is there some wey to apply it? (i did it this way, because this are animation, and i wanted to control them) in my static ones i apply sprite.draw(SpriteBatch, alpha) Thanks |
3 | Animations in FBX exported from Maya are anchored in the wrong place We are trying to export a model and animation from Maya into Unity3d. In Maya, the model is anchored (pivot point) at the feet (and the body moves up and down). However after we have performed the FBX export, and imported the file into Unity the model is now appears to be anchored by the waist head and the feet move. These example videos probably help explain the problem more clearly Example video Maya Correct Example video Unity Wrong We have also noticed that if we take the FBX file and import it back into Maya we have exactly the same problem. It seems to be that the constraints no longer work after the FBX is reimported back to Maya, which just kills the connection between the joints and the control objects. When we exported the FBX we have tried checking the 'bake animations' check box. The fact that the same problem exist when importing the FBX back into both Maya and Unity suggests that the source of the problem is most likely with the Maya FBX export. Has anyone encountered this problem before and have any ideas how to fix it? |
3 | How can I manipulate a static 2D sprite so that it looks alive? I've got a stick figure in the corner of my UI, but I don't like the way he's just standing there, without moving. I'm stuck without additional frames of animation, so my only recourse is the manually move the sprite up and down, left to right, rotation, or whatever else you can think of. Basically I can do everything besides drawing another sprite of animation. I've tried things like have it subtly bounce or rotate a bit to give it a little bit of dynamism, but I don't believe its the best approach. I've got a static sprite of a stick figure, how do I give it a bit of life? |
3 | How to handle animations for a turn based deterministic game? I have a turn based combat system where all monsters act one turn, then all players, etc. The combat mechanics are completely deterministic I can pre calculate the outcome of a turn. I'm interested if I should do all calculations ahead of time (monster A will be at X, monster B will be at Y), and then just play a bunch of animations based on these calculations (Calculate for A) (Calculate for B) (Animate A move to X) (Animate B move to Y) OR do one animation per calculation? (Calculate for A) (Animate A move to X) (Calculate for B) (Animate B move to Y) |
3 | In Unity, how can I cause something to happen on a specific frame of an animation? I have a GameObject "enemy" with an Animator and several states, like "idle", "walk", and "attack". I want to activate the "hitbox" when an animation "attack" starts. The problems is that the sword does not fall down immediately it takes about 2 frames. Is there a way to know what frame of the animation is currently being run? |
3 | How do I create a simple animation for use in Unity? I'm trying to create a simple shrinking animation for use in Unity. The goal is to create an animation that shrinks the object to be 0.1 scale. I've created an Animator Controller with an empty state, and an Animation, and assigned the Animation into the Animator Controller's empty state's "Motion" slot, but I have no idea what to do next. This is what the inspector looks like on the Animation When I click "Open", nothing happens. There doesn't seem to be any area to edit the animation. I have no idea where to start, sorry if the question isn't detailed enough. |
3 | Common way of animating 'motion' for walk cycle animations I've just posted this at the Blender artists' forums before realising I would probably get a better response from a more game development specific audience, so apologies for cross posting! It's for the right reasons ) I'm a programmer trying to animate a character walking for a game project, using Ogre. I've made a very simple walk cycle in Blender and exported it to Ogre, and it plays just fine. By fine, I mean it works, but there's terrible foot sliding. This is because I just animated the walk in place (at the origin) in Blender, and of course I don't know what "speed of walk" that corresponds to, so when I move the character in game the motion doesn't necessarily match up with the movement of the feet in the animation. So my question is what's the normal approach for this kind of thing? At work we use Maya, and the animators either animate a special 'moveTrans' node that represents the "position" of the character (or have the exporter generate it for them from the movement of the root node), then the game can read this to know how fast the animation moves the character. So in the Maya file, the character will walk forward for one cycle and this extra node will follow along with them by their feet. I've not seen anything like this in open source land, and there's certainly no provision for that in the Ogre Exporter script. What do you chaps normally do for this? |
3 | Import animated mesh without a rigged skeleton armature How can I import an animation of a mesh that was not animated using rigging, skeletons, or armatures from blender? There's got to be a way. |
3 | How can I draw an animated vector field on a map? I want to render an animated vector field map similar to this wind speed visualization. How can I do this? |
3 | How do I make "weaponsclash" animations adapating to parameters Meaning how do I build my animations system so that I can have swords blocking each other? I honestly believe this is the hardest part of a game I need animations to interact with each other. If a monster uses attack 1 on hero 2, then both NPCs have to play a different animation based on, A, How big these NPCs are. I need them to be able to be scaled (monsters can grow, but when it jumps on a small player, it still has to look just as fitting as with other sizes) B, Speed of the monster when it runs up for the attack. C, Countless other things I suppose. How do I achieve this? KI, Pathfinding... all that is meaningless unless I can build a believable combat system. |
3 | What is morph target animation? I've been using Adobe Flash and its keyframe based animation for some years. I recently about heard morph targets animation from Wikipedia. It seems that the morph target animation is also keyframe based. What are the differences between Flash's animation and morph target animation? |
3 | How to use a normal map for light effects with an AnimatedSrpite? I am trying to add light effects with normal map on an AnimatedSprite. I was following that tutorial but with no success. I am using a Ligth2D, this sprite sheet and have created a shader on Material to apply the normal map with this code shader type canvas item uniform sampler2D normal map void fragment() NORMAL 2.0 texture(normal map, UV).rgb 1.0 Here is the result One can observe a light reflection on the left upper of the hourglass, but the light is neither smooth nor consistant. NB I have made the spirte sheet myself, feel free to use it. |
3 | What is the standard way to synchronize sound effects with sprite animations? Let's take a situation where you have an RPG with spells and each spell animations have a different number of frames and they have very different requirements for sound effects. Let's assume that each spell has only 1 continuous animation associated with it (as opposed to multiple modular pieces that are used to form a full animation) ala the old 16 Bit Final Fantasy games. The only way I can think of in order to make sure that the sounds and animations sync up is to Get the number of frames of an animation. Get the time between each frame of the animation. (if it's 30 fps then it's 1 30th of a second per frame.) Then create a sound file that is exactly the same length as the animation. So this means that if an animation is 5 seconds long, running at 30 fps, with a total of 150 frames, the sound file will also be 5 seconds long. If the animation should have an "impact" sound on the 30th frame, that means the sound file will include the sound of impact at the 1.0 second mark. At the end, we start the animation and the sound effect at exactly the same time and hope that the frames and the sound sync up. This sounds like it could pose problems when frames are skipped or something happens during the animation and the sound gets played slightly too soon or too late, and will cause the sound and the animation to go out of synch. Is this the best approach or are there usually a better way that I'm just not seeing? The answer doesn't necessarily need to be for Cocos2D specifically if it's conceptual, but if there's a specific solution for cocos2d, I'd love to hear it. EDIT I just also realize that with this method, if we happen to go in and adjust the number of frames or timing of the animation later, we MUST also go back and change the sound file. This sounds like a terrible cause for human error (forgetting to update sound files after animation change.) I hope there are better methods out there. |
3 | How to stop and start sprite sheet flipbook materials in a widget blueprint? I have a flipbook material I created from a sprite sheet to add some fireworks to a game I'm working on. I have the material set up and it is showing the animation of the firework like it should. However the animation in the material always repeats forever in a loop. I added an image to a widget to display the flipbook animation in a widget blueprint. The animation is shown in the blueprint as expected. The problem I have is getting the animation to start only when I show the animation. Being that the animation in the flipbook material is always looping, every time I show the image to show the firework, it seems to always start in a random frame, rarely is that frame actually the first frame. I read that I can control the speed of the animation in the flipbook. How can I stop the flipbook animation from looping indefinitely and only start the animation once I show the widget containing the image used to show the flipbook animation? |
3 | Update animation based on distance traveled instead of elapsed time? 2D sprite Animation is supposed to be based on the elapsed time from the previous update so that it runs (and looks the same) no matter the speed of the machine device it's running on. The method that moves my game objects already takes into account the elapsed time. The distance the object moves during updates is the elapsed time (delta) the objects velocity. Because the object's location changes based on the elapsed time, would it look ( run the same on all machines) passing the "distance delta" to my Animation update method instead of the delta time? The distance delta would be a number of pixels. Using the distance would ensure my frame animation lines up with how far the object has traveled. |
3 | 3ds Max Rigs to Cinema 4D I exported the rig from 3ds Max as a FBX file and opened it with Cinema 4D. Everything works great, but the model and a different look to it. Also the mask on her head has a different texture, but it was imported with only 1 object. Just wondering if it can be fixed, if not its ok. |
3 | Converting designs from photoshop flash after effects into code I work as part of a two person team, I am the developer and my partner is the designer. We are currently having great difficulty working out the best way to convert his work into the actual app. We prototype all our animation in either Flash or After Effects and then I implement it into the actual application. The implementation is not a problem, but converting the information is what we are struggling to do efficiently. We have tried making large story boards that show the change in position scale rotation and the time for each of these tweens but they are time consuming to make. Currently I am running an After Effects trial and just dissecting the info straight from his design but my trial will run out soon. Just wondering if anyone can shed some light on how they do it or what is the standard practice in the industry? Thanks |
3 | How to set default scale on a per bone basis Does anyone know how I can change the default scale on a per bone basis in Maya? (I'm using 2016) I want the scale to be 1,1,1 for this bone without making it smaller than it currently is. So, I want to make the default scale of this bone 1.552, 1.552, 1.552. Therefore, it would read 1,1,1 but still be the same size. Does anyone know how to do this? |
3 | Maya Rigging Shoulder joint attached to head? I'm fairly new to modeling and rigging in Maya so my question is in the image below how can I unbind the rigs head from the shoulder pivot? I've searched online for why this occurs and I can only guess that it's due to bad Joint placement? |
3 | What bones are involved in a walk cycle like Leon's in RE4? I would like to create a character that moves like Leon in RE4. This video demonstrates Leon's walk cycle, which I'd like to reproduce. I'm confused about which bones of my character's skeleton should be rotated to achieve the desired cool "sideways" look. At first I thought that his feet and hip are not rotated at all and that only his abdomen was rotated. But after watching the above video (for example at 00 20) where a camera FOV hack was applied and one can finally see his lower body, I'm not sure anymore. How has this walk cycle been created? Did they take a walk straight forward animation and then rotated some bones? If yes, which ones? I guess somebody who has a great eye for animations can see that. Thank you. |
3 | How to Incorporate two loops One for Turn Based Gameplay, and another for ongoing actions I'm working on a roguelike using libtcod. So far everything works well with the turn based functions. Essentially, when a player takes a turn, it triggers everything to advance. What if I have an item, such as a torch, and I want to animate that cell? Whether or not the player has taken a turn, purely for aesthetics, I'd like this torch's cell to rotate between some various colors. How would you incorporate animation like this? |
3 | Creating Animations Without Hardcore Art for 2D Action RPG I'm working on a 2D action RPG. One of the issues I run into is art in the vein of Flash games like FF7, Secret of Mana, or Epic Battle Fantasy, I would like to actually display the weapon with the player while they're walking around, and swap it out with a different image when they change weapons. As a simple example, if I have a bronze and gold sword, when walking around, attacking, etc. you would see the bronze or gold sword image accordingly. This is an oversimplifcation, because I'm not sticking to only recolouring based on the weapon I may actually change the design (not 100 sure about this yet). As such, my core question is how can I design this to minimize the amount of artwork I need to make for each weapon? It seems like I need to create standardized weapon sizes (eg. 18x36px sword), positions relative to the character to show them for each frame, and I need to create a sprite sheet for each frame. (I have four directional images for walking, each with four frames of animation.) This means, per weapon, I need another 4x4 frames of animation that's a lot (for a non artist like me). The other approach would be programmatic animation but how will that work? I have to worry about Positioning must be always similar for each weapon (different sizes?) Occlusion the whole weapon appears when looking down, but most of it is hidden when looking up how can I standardize this? For reference, see (really) FF7 they did a fairly decent job of this, albeit in 3D. Sample |
3 | How do you handle animations that are for transitioning between states? How does one usually handle animations that are for going between a game object's states? For example, imagine a very simple game in which a character can only crouch or stand normally. Currently, I use a custom Animation class like this class Animation int numFrames int curFrame Bitmap spriteSheet ... various functions for pausing, returning frame, etc. and an example Character class class Character int state Animation standAni Animation crouchAni ... etc, etc. Thus, I use the state of the character to draw the necessary animation. if(state STATE STAND) draw(standAni.updateFrame()) else if(state STATE CROUCH) draw(crouchAni.updateFrame()) Now I've come to the point where I want to draw "in between" animations, because right now the character will just jump immediately into a crouch instead of bending down. What is a good way to handle this? And if the way that I handle storing Animations in the Character class is not a good way, what is? I thought of creating states like STATE STANDING TO CROUCHING but I feel like that may get messy fast. |
3 | How to make my animation play once? In 3ds max, I've made a Cannon that sets itself up, but I only want this animation to play once, here's where I'm trying to make it loop only once When I click the toggle at the bottom, it stops the animation for constantly looping, but when I click 'Save', and run my game, it still continues to loop. What am I doing wrong? |
3 | How can I make background elements wrap around the screen? I'm looking to make my clouds wrap around the screen in my game (like the picture). Right now it just continues off the screen. The current movement code is Cloud.center CGPointMake(Cloud.center.x 0.032, Cloud.center.y) |
3 | Adjusting a skeleton to a Specific Stance Imagine having a climbing wall and you take 4 adjacent handholds and footholds where together they create a stance. Is there any algorithm or technique with which it would give you a realistic human pose? Currently im adjusting the skeleton by firstly finding the center of the 4 holds where then i construct the chest shoulder and pelvis accordingly. And by the use of IK i give position to the remaining limbs being which the arms and legs. Is there any other more elegant better technique how to do such positioning of a skeleton ? As how i am adjusting the skeleton isnt so much of a realistic pose.All is done in 2D |
3 | Setting up images for frame animation I am learning the basics of iPhone frame animation. I have code that loops through 15 images to do an animation (void)viewDidLoad super viewDidLoad UIImageView iv UIImageView alloc initWithFrame CGRectMake(40, 40, 95, 70) NSMutableArray arr NSMutableArray alloc init for(int i 1 i lt 15 i ) UIImage img UIImage imageNamed NSString stringWithFormat "someImage 02d", i arr addObject img iv.animationImages arr iv.animationDuration 1.0 2 self.view addSubview iv iv startAnimating I want to load images of Link from a picture I found on the internet. How can I take this image (available as a png) and load the unique parts of the image? I have heard of people putting multiple images into a single PNG to improve performance. How do I extract the individual images into an array for use in code like the above? Please keep in mind this is my first time doing frame animation. I realize this code can likely be improved. I'm trying to keep things simple. |
3 | Unity Increase animation speed of individual component in a blend tree? I have blend tree with four different turns a sprinting turn, running turn, walking turn, and standing turn. I need to somehow make the angular velocity increase from sprinting down to standing, so that as the character gets slower he turns faster (otherwise it is basically unplayable). How do I increase the angular velocity of an individual animation in the blend tree? The usual "speed" attribute disappears when I put the animation in the blend tree...and I have not figured out how to access the blend tree substate from code yet. Here is an image of the blend tree, and the inspector |
3 | Unity animation won't play on trigger. What do I do to fix it? Ok so I added a play animation line to my trigger script. I made an animation, added it to the trigger object, attached the animation to the trigger, and tested. The target goes to the trigger as it should, deletes the trigger, but the animation never plays. So I check the console, and it's telling me "The AnimationClip 'MazeDoorClose' used by the Animation component 'SuckInTarget' must be marked as Legacy." so I do that, but now the trigger activates before the target gets there, and there is still no animation playing! I know this sounds confusing so in an attempt to make it easier to understand I made a short video . Sorry for the crappy quality, but hey it's free. Here is the code using UnityEngine using System.Collections public class SuckIn MonoBehaviour public Transform target public float speed public string ObjectWithTagToBeDestroyed public string ThingToAnimate void Update() float step speed Time.deltaTime target.position Vector3.MoveTowards(target.position, transform.position, step) void OnTriggerEnter(Collider coll) if (coll.gameObject.tag "Ball") Destroy(GameObject.FindWithTag(ObjectWithTagToBeDestroyed)) GetComponent lt Animation gt ().Play(ThingToAnimate) Before you ask yes the animation is on the object as it should be, and as Unity told me to do I marked it as a legacy animation. Any ideas what am doing wrong? |
3 | Flashing candle light What is a simple way to simulate flashing candle torch fire light? I'm not asking about animating the flames, I'm only interested in the light surrounding the fire, similar to what this device does https www.youtube.com watch?v dPsVr4pU8Tg |
3 | Why are my animations flickering? My animation is supposed to be used in my physics project I am making. I am using 10 millisecond setInterval() and setTimeout() and it glitches in and out. The setTimeout() handles the clear() function in my code, but I have the setTimeout() at 9 milliseconds and it works the best. If someone can help me, here's the code var canvas document.getElementById("canvas") var ctx canvas.getContext("2d") var x 10 var y 0 var xPos 0 var yPos 0 function updateVariables() x x 0.9 y y 0.9 y y 1 xPos x yPos y function clear() ctx.clearRect(0,0,600,600) function Draw() ctx.fillRect(xPos,yPos,20,10) ctx.fillRect(0,131,600,20) setTimeout(clear, 9) function collisionCheck() if (yPos gt 120) yPos 120 function keyCheck() setInterval(Draw, 10) setInterval(updateVariables, 1) setInterval(collisionCheck, 10) lt canvas id "canvas" gt lt canvas gt |
3 | How to implement scene changing in real time? I want to implement real time scene changing effects to make my game could changing from spring to summer, summer to fall, fall to winter. And Chaning effects like this game. Giana Sisters. I think Giana Sisters use animation to transit from two scenes, but I dont know how to make these animations. Is any other suggestions could make this effects? |
3 | Animations won't transfer states until entire animation is completed I am following the survival shooter tutorial and am using Unity 5. I just completed this video (linked) and I tested played it to see my animations worked but it seems like it will only transition from idle to walking after the entirety of the idle animation completes. The idle animation is quite long so my character will move around when it looks like its idling since the movement responds right away. Did I mess up something in my transitions? I followed the directions exactly and didn't change anything in the inspector that I wasn't told to do. |
3 | How to handle animations for a turn based deterministic game? I have a turn based combat system where all monsters act one turn, then all players, etc. The combat mechanics are completely deterministic I can pre calculate the outcome of a turn. I'm interested if I should do all calculations ahead of time (monster A will be at X, monster B will be at Y), and then just play a bunch of animations based on these calculations (Calculate for A) (Calculate for B) (Animate A move to X) (Animate B move to Y) OR do one animation per calculation? (Calculate for A) (Animate A move to X) (Calculate for B) (Animate B move to Y) |
3 | Realtime inverse kinematics on unity apps for android and iOS Hello I want to understand how much overheads do implementing inverse kinematics in realtime add. I am looking at an implementation as such demonstrated in the video. https www.youtube.com watch?v Gyakxv34404 amp feature youtu.be Let me explain the exact requirement now. Assuming a game of mario, where mario is a 3D Character. And there is a coin placed at a height. So when mario comes into area of effect for the coin, we know the initial position of his arms, and we know the expected final position which is the position of the coin. So we create a trajectory from initial to final position in realtime and the main character moves accordingly in the trajectory. Now I can understand this would work fine in editor but if we have exported the game and this computations happen realtime for every object, how much CPU intensive would this be? Do all the existing IK assets provided on store for example in this video of final IK https www.youtube.com watch?v ZuWvGq3yV44 the characters are following the trajectory in real time I suppose. But what if we were to create the trajectory realtime depending on player positions, would that be a CPU intensive task to NOT work on mobile devices? |
3 | Rain World How to have intelligent movement animation? In the project RainWorld the characters seem to move "intelligently" as they move "unrestricted". They seem to know "how" to move their limbs and "what" needs to be done. Here for an example the lizard seems to know how to move his body after he got struck by a weapon. Also here it looks as if it is intelligently grasping the long ladder using the jet thinging to climb itself up. I had been looking into many sources to find out how such gets done but with no significant result. I need help to point myself to the right direction. Edit I have figured out from dev log that characters are just bunch of boxs connected bounded by an elastic bound "string". But the way the character moves still eludes me. |
3 | Control rig sequence is not in UE4 menu In the Unreal Engine docs, it is mentioned that, in order to create a Animation Sequence using the Control Rig, it is possible to create a ControlRig Sequence. Now, why do I need that? I need it to create Animation Sequences for my character and I do not want to create the Animation Sequence in other softwares, like Blender. So why I can not find ControlRig Sequence in UE4 menus? |
3 | 2D motion synthesis for a human character I want to make the player controlled character of my two dimensional sidescroller responsive to environmental forces, while still being controllable. I read about the commercial software product Euphoria, which is used to synthesize the motions of characters for example in GTA IV. I realize that three dimensional motion synthesis is so complex that I will not be able to use it in my games. Luckily I am creating a two dimensional sidescroller. I assume that it is a lot easier to synthesize motion in two dimensions. Actually I found a relevant scientific paper from 1994 about exactly this topic. After a quick flip it is a rather complicated and not a fully complete (ready to be ported to C ) concept. But is it outdated? What are common approaches to solving this problem in the 21st century? Do you know 2D games using a motion synthesis concept? |
3 | What software can I use to animate my character in Unity3D? I am new in game development and I want to know what software can help me to create good animations for my 3rd person character. |
3 | How to use a normal map for light effects with an AnimatedSrpite? I am trying to add light effects with normal map on an AnimatedSprite. I was following that tutorial but with no success. I am using a Ligth2D, this sprite sheet and have created a shader on Material to apply the normal map with this code shader type canvas item uniform sampler2D normal map void fragment() NORMAL 2.0 texture(normal map, UV).rgb 1.0 Here is the result One can observe a light reflection on the left upper of the hourglass, but the light is neither smooth nor consistant. NB I have made the spirte sheet myself, feel free to use it. |
3 | Should I use procedural animation? I have started to make a fantasy 3d fps swordplay game and I want to add animations. I don't want to animate everything by hand because it would take a lot of time, so I decided to use procedural animation. I would certainly use IK (starting with simple reaching an object with hand ...). I also assume procedural generation of animations will make less animations to do by hand (I can blend animations ...). I want also to have a planner for animation which would simplify complex animations those which can be split to a sequence run and then jump, jump and then roll or which are separable legs running and torso swinging with sword . I want for example a character to chop a head of a big troll. If troll crouches character would just chop his head off, if it is standing he would climb on a troll. I know that I would have to describe the state ("troll is low", "troll is high", "chop troll head" ..) which would imply what regions animation will be in (if there is a gap between them character would jump), which would imply what places character can have some of legs and hands or would choose an predefined animation. My main goal is simplicity of coding, but I want my game to be looking cool also. Is it worthy to use procedural animation or does it make more troubles that it solves? (there can be lot of twiddling ...) I am using Blender Game Engine (therefore Python for scripting, and Bullet Physics). |
3 | Animating Two Objects' Interaction? I want to animate a character who could be doing any number of things. Say for example, I want the character to get into bed, under the covers. Do I animate the character and the sheets moving together? Separately? If separately do I need to call both animations simultaneously to ensure it fits together properly? Or, if two characters are going to hug. Do I animate them hugging or just animate them separately hugging and try to align them in game? |
3 | Why does exporting to FBX in 3dmax loses simulated animation I made a cloth simulation (wind blowing a cloth). When I export it to FXB and the animation box is ticked on export menu it seems ok (no error in longs). When I reload it to Unity. or 3DMAX again. The wind animation is lost. How can I fix that? Thanks |
3 | Character and Weapon animation interaction If I have two models, for example some character, and a bow, how do I work with them together in 3DS Max to animate them both (for example, when the character shoots an arrow with his bow, the characters pulls his hand out, the bow is scratching etc). Also, any guidelines on how to port custom weapon models to UDK? |
3 | Slot machine game Phaser 3 I need an advice on creating a slot machine phaser game. So it looks like this I need to plan an approach to do the animation of the reels of the slot machine. I have idea of using tileSprite, are there any other ideas of implementing this game? |
3 | What is the technical term for animation of a dead body? In some 3D games when a 3D model of a person is shot to death (or suddenly dead) his body falls to the ground and every limb, the head and the body move free. What is this particular way of handling dead bodies called? Is it possible with UDK? If you didn't understand, I meant like in this video see how the corpse falls. |
3 | 2D Scaling a character with multiple RigidBody2Ds? So, this example is in the Godot Engine, but other engines porbably have this kind of problem, too I have a character with multiple RigidBody2Ds, that also has a bone skeleton for animation over them. Now, the problem is, that Godot's physics engine handles the transforms of the bodies, so they won't scale properly. If you scale the children (CollisionShape2Ds and Sprites) the positions will be off. Is anybody aware of a proper way to work around this? Being able to scale these kind of characters would be awesome. Thanks for all your answers. Greetings, Footurist |
3 | Unity Implementing Fall with Animation I have a character controller. I am primarily using FSM with the animations and blends. However, I am running into some trouble with the fall. I walk up to a ledge and walk off...sometimes I will make it off the edge and the falling animation will play...but sometimes I get stuck halfway off the edge. Also, the falling animation completely disregards any motion vectors I had prior to transferring to the falling state. Is there a way to transition to fall, retaining the current x y velocities? In an effort to fix this, I tried giving the attached rigidbody a force vector slightly up and in the direction of travel so that the character gets a little hop over the edge...but again, no luck. |
3 | Abstracting Entity System animation states I recently started designing a Game Engine using the Entity System paradigm, i.e. having entities as an aggregation of components, and systems that implement the actual game. Whereas I've had difficulties in various aspects, what concerns me most is the abstraction modularity of the various Components Systems. Specifically, let's say my Player has several animation states, eg. Walking, Sleeping, Jumping, and one type of Opponent entity has several (not necessarily the same) states as well, eg. Walking, Hiding etc. How should I design the engine, so that it handles the various (animation) states of each entity type? Should there be different animation Systems for each Entity type? Should I use flags that signal the animation System to render the correct entity? Also, can I avoid using "hard coded" enums for the various poses? I can see that a scripting system could probably help, but I'm almost sure there is a simpler solution. |
3 | Maya Rigging Shoulder joint attached to head? I'm fairly new to modeling and rigging in Maya so my question is in the image below how can I unbind the rigs head from the shoulder pivot? I've searched online for why this occurs and I can only guess that it's due to bad Joint placement? |
3 | Character and Weapon animation interaction If I have two models, for example some character, and a bow, how do I work with them together in 3DS Max to animate them both (for example, when the character shoots an arrow with his bow, the characters pulls his hand out, the bow is scratching etc). Also, any guidelines on how to port custom weapon models to UDK? |
3 | How to motion capture animations? I'm not an animation artist and so I want to create some animations for testing. I want to use a camcorder to record me while I'm running and so I want to know if exists a software that grab the video and translate it in animation frames. |
3 | How to animate infinite rotary movement I would like to add a chainsaw (or something similar to it... a rotary blade) to my game as a melee weapon. In fact, a rotary blade is a better example. Would it be better to do it in blender somehow, using skeleton, or should I just create two parts (the handle and the blade) and then rotate it in UE4? |
3 | Unity Animation With Motion Now running in place I am new to unity. I am trying to assemble a character that walks forward, stops, and walks forward again when I maneuver the joystick (ps4 controller) accordingly. I have the whole thing pretty much set up... However, my animations broke at some point. Initially, when I added the animations to my character, the character moved with the animation according to the motion encoded in the animations (all of which were auto rigged at Mixamo...so I am almost certain the bug is downstream in something I did or enabled somehow). Now, every animation has the character running, turning, jumping etc. in place. Meanwhile, the animation subscreen (when I inspect the clip) shows the character running forward. I tried implementing some fixes I found online I changed the root motion node to Root Transform, for instance...and that is when the most confusing thing happened a few of the animations started working...but all of the animations showed the character running in place in the subscreen...so now I have no idea what is happening. Additionally, the animation clips which do not move the character actually transform the character back to the starting position (actually, that isn't correct I moved the character into the air to test this the clips without motion transform the character back to the starting position on the ground). I have disabled all scripts...so have I somehow broken the animations...??? Re Importing the animations does not fix them either. Here are the images of my character settings, then the controller, and then an animation clip which shows the character moving forward in the sub clip and where motion information is clearly present... |
3 | Can I create cocos2d animations without using Xcode? I need to have someone do animation work for an iOS game I'm developing (using cocos2d), however this person does not have a Mac and as such cannot run Xcode. Is there a way for them to create animations for me without the use of Xcode? |
3 | Bejeweled like game, managing different gem powerup behaviors? In general, what I am asking is, given any game where a game element can look behave affect other elements one way under one set of conditions, and look behave affect other elements a different way under another, and there are many such conditions, what is the best approach to developing this flexibility into the core? (with one aim being to keep the game "fresh" by introducing variation on the game play during the life of a game...) Specifically, In a Match 3 game, a valid move involves swapping a pair of adjacent tiles so that three identical tiles in a row are formed. The identical tiles are removed from the grid and replaced by those above them. New spaces (on top) on the grid are now filled with new tiles. This is the standard behavior. Richer Match 3 games, such as Bejweled, offer modified behavior based on the same mechanic when a player matches 4 tiles in row resulting in retention of the one tile that was swapped, and triggering alternative animations, sounds, scoring, etc. And yet still, 5 in a row, and cross patterns, "power up" tiles behave in very different ways and affect neighboring tiles in alternative ways as well. ANY pointers for good practices here would be highly appreciated. |
3 | Can't attach animation to script I'm working on a little game (which is also my first one) and I want to insert a splash screen at the beginning (after the Unity one). I've finally achieved to add a fade in and a fade out transistion when the splash screen starts and ends, but the fade out is activated by a button and I wont to play it simply after a certain time. I've made a script for that using UnityEngine using UnityEngine.UI using System.Collections public class FadeInOut 2 MonoBehaviour public Animation anim IEnumerator Start() yield return new WaitForSeconds(2f) anim.GetComponent lt Animation gt ().Play() Application.LoadLevel(Application.loadedLevel 1) The problem is when I try to attach the animation the Inspector refuses to do it. Any ideas? Thanks |
3 | How to implement scene changing in real time? I want to implement real time scene changing effects to make my game could changing from spring to summer, summer to fall, fall to winter. And Chaning effects like this game. Giana Sisters. I think Giana Sisters use animation to transit from two scenes, but I dont know how to make these animations. Is any other suggestions could make this effects? |
3 | How can animate a set of rigs without reinventing the wheel? I have a set of rigs of my own defined 3D doll in Javascript. I would like to animate a set of rigs to simulate walking, jumping, etc. Obviously I could do it by myself, but I'm sure I would be reinventing the wheel. Are there algorithms, libraries (won't matter the language) or anything that I can download and it will give me the position of the rigs in function of time for many animations like walking, jumping? |
3 | How do you time jump animation with uneven landing surface? Say my player jumps off from a certain point on a 2D surface. Say my surface is uneven, and has varying y positions along the level, how would I then be able to time my jump animation accordingly? (The issue being is that the animation might get cut off half way through, or vice versa the animation would be already finished while the player is still jumping landing) |
3 | How to transition between states and mix states in a finite state machine? I don't understand how to use a finite state machine with the entity controlled by the player. For example I have a Mario style game (2d platform). I can jump, run, walk, take damage, swim, etc. So my first thought was to use this actions as states. But what happens, if you are running when you take damage? Or jumping, taking damage and shooting at the same time? I just want to add functionalities (actions) to the player in a clean way (not using it for all the actions in the entity update) . |
3 | Get enum value "string", and get int value of that Sorry if the title is confusing, but I literally don't even know how to summarise this into a title. So here's the problem I have a list of combat moves for a character. I have an animation for each of those possible moves. When the "combat manager" (instantiated to manage each individual fight) works out what move the enemy and your person will make, it should tell the Animator to play the animation specific to the selected move. I'm really not sure how to go about this so The player's Animator has a state for each possible move, containing that move's animation. The script controlling the Animator has a public enum "CombatMove" containing every possible move (ie. CombatMove.WhicheverMove). So the Combat Manager will get the name of the move (eg. "Right Middle Jab"), remove the spaces and search for an enum value whose name is that string (eg. CombatMove.RightMiddleJab). Now it has the corresponding enum value, it retrieves the int value of that (eg. 0). It then sends that int value to the Animator, where each move's transition will occur if the int value equals the move's int value on the enum. So summed up move's string name, turned into an enum value name, turned into its int value, used to specify which move animation should be played. The questions 1) How do you find an enum value whose name equals a given string? 2) How do you get the int value of that enum value? If this is confusing, please comment what makes no sense and I will try to explain, I'm honestly so lost that I don't even know how to ask what I need to ask. EDIT IF anyone is wondering what I mean by 'int value', Fafase's answer at http answers.unity3d.com questions 764091 using c enums to control an animator.html says that each enum value has an int value by default, which can be used in animation conditions however I have no idea how to access them, which part 2 of my problem. |
3 | Correct way How to think to plan out "control animation flow"? So basically, a problem I've had in past attempt at making games (little playing around with stuff) how to do a correct, non sloppy way of planning the flow of animations control? Let's take an example you have a character, that can walk in the 4 cardinal directions, and can attack. It's that simple. Obviously, you can only walk in one direction at the same time, and let's assume you can attack when not moving in a direction only. How would you take upon implementing this? Don't know if I'm clear, but what'd your thinking process go like? I always end up with a huge mess of ifs and else ifs to get the animations to represent what is actually supposed to happen after moving in a direction, ie. character after having moved up, will maintain it's upwards facing (will stay on the "up" animation) Have the facing direction when moving be consistent if you start walking left, it gets the left animation, correct. Then you start walking upwards at the same time, or downwards, and you'd like the animation to keep being left. You start walking up, up animation. And as you start moving left or right after starting to move up, you maintain up animation. See what I mean? I'll be here for clarifications on the question, sorry if confuse. For 4 directions it'd not be that hard to do something "decently structured", but when things start adding up, it becomes so confuse! Edit Another thing I hadn't thought about I was simply, upon WASD, altering the object's velocities, and handling all the animation stuff through what velocities were involved. Which leads to wrong things I had thought about, such as if I get pushed, it'd walk left stupidly instead of backing off facing the direction it had. Another edit What I want is an answer of the sort "First, for movement, you'd have a look at all the possible directions, and have an int or such indicating what's the current direction. Do a big switch, and inside of each direction, you'd have ifs for further x and y, but not z, because that's gonna be englobed in whatever. Then you should also have another control layer directly on the input handling to help filter unwanted actions or combinations, such as, you don't want to press A and D and have the velocities cancel each other out. For such, you'd have some further "status" for the object..." something of this kind! Thanks! |
3 | Gamemaker Running Animation Flashing, showing single frame, and displaying jump and run sprites at same time EDIT I changed the origin of the run sprite to the center, and it is no longer hovering above the jumping sprite. It now flashes in the same location as the run sprite when moving to the side. Everything else is the same. When I move side to side, the jump sprite moves along the ground while a single frame of the running sprite animation shows up above it and to the side. Both of the sprites flash when this happens. While moving sideways, the sprite slowly sinks into the floor. Jumping works just fine. I'm very new to game maker and programming in general, so I'm probably making some dumb mistakes. Everything was working fine before I added the "animate" section. Here's the code I'm using get player input key right keyboard check(vk right) key left keyboard check(vk left) key jump keyboard check pressed(vk space) react to imput move key right key left hsp move movespeed if (vsp lt 10) vsp grav if (place meeting(x,y 1,obj wall)) vsp key jump jumpspeed horizontal collisions if (place meeting(x hsp,y,obj wall)) while(!place meeting(x sign(hsp),y,obj wall)) x sign(hsp) hsp 0 x hsp vertical collisions if (place meeting(x,y vsp,obj wall)) while(!place meeting(x,y sign(vsp),obj wall)) y sign(vsp) vsp 0 y vsp animate if (move! 0) image xscale move if (place meeting(x,y 1,obj wall)) if (move! 0) sprite index spr player run else sprite index spr player idle else if (vsp lt 0) sprite index spr player jump else sprite index spr player fall if (vsp gt 0) sprite index spr player jump |
3 | Trade offs of linking versus skinning geometry What are the trade offs between inherent in linking geometry to a node versus using skinned geometry? Specifically What capabilities do you gain lose from using each method? What are the performance impacts of doing one over the other? What are the specific situations where you would want to do one over the other? In addition, do the answers to these questions tend to be engine specific? If so, how much? |
3 | Can CCAnimations be paused? I am new to cocos2d. I am using CCAnimation. It's working fine, except I want to pause the animation occasionally. How do I do this? Here's what I'm doing so far mySprite runAction CCRepeatForever actionWithAction CCAnimate actionWithAnimation walkAnim |
3 | How to show the bow string stretching animation (?) I was wondering how the animation in the angry birds of pulling the slingshot is done. One similar animation is available in this game but with a bow and arrow. I think both of them use the almost similar technique for it. I tried to search for this on Google and all I got was the trajectory related stuff like calculating the trajectory of object once it is thrown. I could not find anything related to how the animation (?) for stretching the slingshot bow string with respect to the force applied by user the bow string is achieved. Can anybody point me in right direction in how to achieve that effect. Tutorials are welcome! |
3 | Running subsystems at difference update intervals I want to update the rendering at 60fps, but the logic at some lower rate, say 15Hz. But if an object only moves when the game logic updates, then it would appear to stutter badly especially for lower frequencies. I guess the rendering system could interpolate an entity's vector and draw the model moving at a lower dt, but if the game logic causes the entity to change direction it will appear to teleport back, and so on. I can imagine many more problems. How is this usually solved in games? Surely most engines want to decouple rendering from game logic, so there must have been some though put into this. Or does everyone just update all systems that have graphical effects at the same rate? |
3 | Automated animation retargeting I am currently developing a video game using my own game engine I develop at the same time. While making a good progress in the past months, I am currently stuck. I assume I only miss a minor thing, but I need another pair of eyes and I really hope you can help me! I wrote a converter which reads FBX files (using the official FBX SDK 2017.0.1) and converts them into my own custom file format. I am able to read meshes, texture and material information, the skeleton and all animation stacks. In my game (engine) I am able to display the textured meshes and animate them with any of the read animation stacks. However, there is one problem for me. I bought meshes for NPC characters from a 3D artist and I also bought a huge animation pack from another artist. The character meshes include the perfectly textured and rigged mesh with all joints and the animation pack contains a rigged dummy mesh with all joints and animations. I want to be able to use any animation from the animation pack on any mesh from the character artist. My first step was to write a joint mapper. When reading the files I know which joint has which type. So, I am able to map the joints from the character mesh to the animation mesh and vice versa. The skeletons of both meshes are pretty similar and the mapping is going to work out. In the FBX samples the animation calculation for a given vertex is Inv(Mesh GlobalPosition Mesh GeometryTransform) Joint GlobalPosition Inv(Joint TransformLinkMatrix) Joint TransformMatrix Mesh GeometryTransform Since Mesh GeometryTransform is the identity matrix for all files I have bought, I can remove it from the term above. The result is Inv(Mesh GlobalPosition) Joint GlobalPosition Inv(Joint TransformLinkMatrix) Joint TransformMatrix Joint GlobalPosition is the transformation in Bone Space and the only matrix that is time dependent in this equation. Inv(Joint TransformLinkMatrix) Joint TransformMatrix is used to transform the World Space to the Bone Space, as I understood. Finally, Inv(Mesh GlobalPosition) is used to transform the result back to World Space. If I understood something wrong, please correct me!!! The joints which are used for the animation mesh are in a different space than the joints from the character mesh, because they come from different artists. I believe the missing part is to map between the joint spaces of both meshes. However, I do not know where to enter the mapping and I also don't know which spaces do I need to map? Object Space? Bone Space? I'd appreciate any kind of help and will reward a useable solution with credits in my game! |
3 | Skeletal Animation No initial bone rotation I am currently trying to implement animations in my game. I am having an issue where the bones do not rotate properly. In my program, I apply an inverse bind pose to each bone to move them to bone space. Then I recursively calculate the transformations for each bone for the keyframe. The bone transformation looks like this bone.Transform InverseRootGlobal Global bone.InversePose InverseRootGlobal is the inverted root node transformation Global is the recursively calculated transformation bone.InversePose is the inverse pose matrix It appears that all is correct apart from the bones initial rotation. When I move the bones to bone space, they loose their rotation from the bind pose and 'point up'. Here's what it looks like If it helps, I am using Assimp to import the data. Thanks in advance. |
4 | What makes a good tech tree? In strategy simulation games there are often tech research trees which allow players research new abilities options, improve existing options and decease negative effects. Some games seem to follow the abc approach of item 1 gt item 2 gt item 3 with minor stat changes while others make every unlocked option wildly change the way a game is played by throwing new units into the game which are able to change the balance of the game. Some make unlocking one branch block off another for the rest of the game while other will let you research everything. Some let you research multiple things while others will penalize you for switching research before it is complete. On that note tech trees can be progressive (with dedicated research over time unlocking an item) while some need you to collect enough money points in order to unlock instantly. What are some general guidelines for when to employ what strategy in a game? What games types of games would benefit more from one tech tree type over another and why? When should a linear tech tree be employed over a branching one? Edit For example a game where the main character has to build up an organisation and research technologies in secret while others are finding them and shut them down resulting in lost research laboratories, which reduce research output. The research output should increase somewhat exponentially as the game goes on as better technology is unlocked and research laboratories are upgraded. There would presumably be a very large tech tree to explore and the constant danger of losing facilities to other parties until you either unlock some endgame tech or lose everything. Why this isn't a duplicate Some people are marking this question as a duplicate because there is a related question about tech tree size. This question has to do more with the connections, cost and relationships between the technology options (of which size is a factor but not everything). |
4 | Is my StatisticManager idea overkill? I'm writing a shmup and I'm working on implementing things like level design and achievements. I have a trigger system that I've implemented which allows me to do basic things and can assist the basic level workflow. However, as it is, this isn't really flexible enough to recognize some other things, such as Determine when an enemy is killed vs. removed from the game Not taking damage during some period of time Killing enemies using a particular weapon Killing enemies in a particular order Whereas the triggers I have available now basically poll for information, these need to look through a series of events to understand whether the condition is met. So I've conceived a StatisticManager class which would be able to take and store all these events, and provide queries so that new triggers could be written to test for these things. For example, a trigger might ask for an ordered list of enemies killed during some time period, and then determine whether a particular sequence of kills is met. The design raises a lot of concerns, though, such as determining when to discard archive data, and how to get statistical data from previous game sessions. Certainly efficiency is a concern. So my question is Does my StatisticManager idea seem appropriate for my needs? What other designs should I consider? |
4 | What do you do when you are at an impasse in the design phase? I own a small web dev shop, and in our down time, I plan on having my guys work on a game (I will be paying them anyway, right?). A few buddies and I started talking about this game, and have been going through the motions of talking designing it out. Only problem we are at an impasse, and can't seem to get passed it. The vote is at 50 50 . Compromising hasn't worked. I have though about just making an executive decision since I am funding the development design of the game, but I don't want to lose my friends support for the game, and their other opinions. I don't know what to do. |
4 | Game window systems and internal frames I don't know if this is a valid question, but What kind of window manager do games use which have internal frames (Frames inside frames)? Does this differ between the programming languages (Are e.g. in Java the AWT Swing libraries used to manage these and other graphical elements, such as buttons,or is this to restrictive (speed, graphical possibilities?)) A special example would be EVE Online, where the client can use the ingame windows like on a normal desktop. |
4 | Player's feeling towards stage selection in a platform game In a 2D platform game with RPG elements (not that it matters much), there's three ways, among others, for the player to choose the next stage he will play He can only play the next stage and the ones he already beat On game start, half of the stages are open, and the other half is released when he beats the first half All stages are available to the player What's the difference in perspective to the players general experience and his feelings towards a game rating of these three alternatives? (I know it sounds like a copy of an exercise, but it isn't. I did this way so people may take this question in a more academic way) |
4 | RTS Balancing for Units with Different Costs I am creating a space based RTS. So far, we have three units Fighters (cost 5 resources) Interceptors (cost 20) Rocket Ships (cost 40). I've designed this game in a Rock Paper Scissors format (Fighters beat Interceptors, Interceptors beat Rocket Ships, Rocket Ships beat Fighters), but the game is designed so that classes beat each other at cost (i.e. a single Interceptor will beat a single Fighter, but four Fighters (cost 20) will beat a single Interceptor (cost 20)). In this case, when I am using the Incomplete Wins technique to calculate the proportions of each ship that I would expect to see, should I calculate interactions using 1v1 interactions or "at cost" interactions? I believe the two will lead to very different results (for example, a single Fighter does 20 of damage to Interceptor before it itself is destroyed, but four Fighters destroy the Interceptor while only losing one ship the first interaction leads to a 1 resource advantage for the Interceptor player, while the second interaction leads to a 15 resource advantage for the Fighter player). I would think it I should do the latter comparison, but the linked page does a single unit comparison (one Knight vs one Archer, even though Knight costs half that of Archer) EDIT This RTS is partially derived from Total Annihilation Supreme Commander, so no projectiles hit instantly and the scale of the game is intended to be somewhat large. In that case, should I instead perform comparisons between armies that cost the same? For example, instead of comparing one Fighter vs one Interceptor or four Fighters vs one Interceptor, should I instead compare 40 Fighters vs 10 Interceptors? Would that be more accurate and also help reduce randomness of projectile hits? |
4 | Successful Elements to a 4X Game 4X games (That is, Xpand, Xplore, Xploit and Xterminate) like Civilization, Sins of a Solar Empire, and other top Strategy games, all seem to have the same addictive hook. I'd like to know what elements these developers incorporate into their games to make them Well paced (You can't beat the game in 5 minutes, but it wont take a week) Replayable (The first game isn't your last) Competetive (The AI doesn't play like a 3 year old) Not repetetive (Such as using the same strategy over and over, or spamming units) Economical (Not having 7 trillion metal and coins after 10 minutes of play) Not to much micro managing Exciting (Necessary?) combat You stil need to use strategy Intuitive interfaces (Civilization 5 is a good example) And any other important parts to the Strategy 4X genre Some of these seem pretty simple, but others look like balancing acts, and I'd like to have some opinions on how to make a game that is fun to play. I'd be grateful if anyone could answer tell me how you or another game developer has managed to successfully balance them together. |
4 | Should my platformer have collectibles? By collectibles, I mean objects that you collect mainly for the sake of collecting them, not to power up. Think coins in Super Mario or bandages in Super Meat Boy. I've seen a few platformers that do not have any collectibles and it's the platforming itself which is challenging (my platformer itself is challenging), but I think adding collectibles will add extra challenge and re playability, especially if some of the collectibles are really well hidden. Tradition would dictate that you should have collectibles, as it's a way for players to gain extra lives or even gain points, but that would not be the only reason to have collectibles. I'm not interested in making features for feature sake. I'm purely wanting an opinion on whether collectibles should be included in a game and what should the collectibles do when you collect enough? Is a simple 1 life fine? Should there be some cool object you get? Possibly should collecting really change something hectic, like collect 100 coins and your character is invincible? How do I decide if my platformer should have collectibles? Closed. While I disagree with the closing as according to the FAQ What should be asked game design (level design, gameplay, mechanics, etc). I got some nice pros and cons from everyone. I have updated the question slightly to be more specific. |
4 | Revisitability of Game Elements In some games, when you miss a pickup, you can never get it again unless you restart the game, and those pickups count in your collection. (therefore, you must restart the game to finish the collection, if you made any mistakes). In Pok mon, you have only one Master Ball, limited supply of Ethers and legendary Pok mon appear once per game. Trading fixes all of those problems. For a more radical perfectionist, they demanded all dialogs, background music, and even items to be revisitable. Some games, like Naruto Ninja Council, satisfied all of those needs. Is it always a good practice to make things revisitable? Even cutscenes and music? When is it not a good practice to do so? |
4 | Balancing game difficulty against player progression It seems that the current climate of games seems to cater to an obvious progression of player power, whether that means getting a bigger, more explosive gun in Halo, leveling up in an RPG, or unlocking new options in Command and Conquer 4. Yet this concept is not exclusive to video or computer games even in Dungeons and Dragons players can strive to acquire a 2 sword to replace the 1 weapon they've been using. Yet as a systems designer, the concept of player progression is giving me headache after headache. Should I balance around the players exact capabilities and give up on a simple linear progression? (I think ESIV Oblivion is a good example of this) Is it better to throw the players into an "arms race" with their opponents, where if the players don't progress in an orderly manner, it is only a matter of time until gameplay is unbearably difficult? (4th Edition DnD strikes me as a good example of this) Perhaps it would make most sense to untether the core gameplay mechanics from progression at all give them flashier, more interesting (but not more powerful!) ways to grow? |
4 | Can one build a game based on something that already exists and make money off of it? Possible Duplicate Is it legally possible to make a clone of the game? I was planning on producing a game but then I had to stall. I have an idea to make a game, but its very similar to a game already out there. If I made my own graphics, audio and use my own code, would I be allowed to sell it? |
4 | Javascript injection problems to beat my game! HELP So I have a web application game that runs completely on the client side and just returns the score back to the server to list the highest scorer. Now I have noticed that I can easily manipulate the scores via accessing the variables from the console and injecting my own value! This SUCKS! I am a total noob in this kinda development and have absolutely no clue how I can stop this apart from obfuscating the code and praying to god that the hacker doesn't figure out which variable is he supposed to use! Now I was hoping there are better ways to stop the hacker to gain access of my variables. Could someone help me out with this issue!? |
4 | Which elements make some maps in multiplayer FPS games more fun than others? I'm working on a sci fi multiplayer FPS game, and am currently designing maps with layout influences from the 2015 Star Wars Battlefront game and from the original Halo CE game, as those games have the maps which I find very enjoyable. When I was building the map layouts for my game, I started to wonder why I was looking at these older games for reference instead of, say, maps from these games's sequels. I know that the enjoyability of certain maps is subjective, but there's a big difference in the amount of fun my friends and I have had playing the maps in these specific games instead of the newer sequels. Something about the maps in these games provides an inherently fun, memorable experience, and some newer games (like Battlefront II or Halo V) lack that experience. Maybe some of these maps aren't really anything special, but I know that certain maps like Blood Gulch have been praised by fans for years. What makes these maps so memorable and fun to play on multiplayer? Is it a product of the developers' map making experience and the resources of the large companies (the Battlefront devs went to Iceland for reference), or are there specific layout styles and or structures that are known to provide interesting close quarters scenarios? Is there an intangible quality to good maps? |
4 | What is the story of game programmers beside gaming history? Nowadays, game programming is like a big business ish, technological, academical, programming havoc. There are dozen of engines, free or not, don't reinvent the wheel dos and don't, plenty of different platform, plenty of game genres, and a lot of languages. The video game economy boomed around the 90's (I guess, with the NES etc), and just before that, I wonder how game programmers were doing their job, what languages they used, what was the equivalent of the current "dev kit", anyways what were those few guys technics and tools to achieve a working game on such tiny computer power ? I read that the playstation had only 3MB memory total besides CD swapping, how could they achieve to build an executable to hold on 2mb or ram, for complex games like Metal Gear Solid or Vagrant Story ? Since I'm young and I missed all that, I have some questions... Were game makers only or most programmers ? Why do I think a game programmer who has played a lot, has a more important role that game designers, 3D artists, because they know how a game is really made ? Since C was invented in the 70, did all programmers use it, or were they forced to use ASM to get the best optimisation ? Is being a game programmer a safe job (I mean in the job market) ? Since computers are so freaking fast today, how has the optimisation task changed ? Do we use computer console power to their maximum, or do we waste it because we can't come up with complex enough gameplay ? |
4 | Handling Block Collisions The title isn't great, but let me try and explain my problem. I'm working on a little game at the moment the gist of which is that you're an entity in this 2 D world and you have to dodge obstacles. These obstacles approach form all 4 directions and you're stuck in the middle and simply have to survive as long as you can without dying (from hitting the walls, obstacles, etc.) Right now, my problem is this The obstacles are randomly generated, so they often collide with obstacles coming from the other directions. I feel like something should happens when they collide, but I don't really know what to do with them. Ideally, I would have the blocks generate such that they never collide, however this as proven to be both mathematically and computationally difficult. I'd still like to get this to happen if possible (if you have any clever tricks let me know) but I'm willing to consider other ideas as well. One thing that sounded cool to me was that upon collision, and explosion happens that abruptly shoves your entity away from the collision and deals a little damage. Conversely, a "black hole" could form and suck you towards the collision possibly dragging you into oncoming obstacles, etc. The problem I have with both of these ideas is that they're random. So there's no guarantee that it'll be consistent between play throughs. Seeing as they could potentially deal damage to the entity, it seems unfair. One person could have a significantly easier time than another because there were no collisions. Am I right to have these concerns? Or does the randomness add to the fun of things? Any ideas on how I could fairly handle such collisions? Thanks! |
4 | How to create a legally valid timestamp of unpublished game artwork Before publishing promotional material of my first indie game I wanted to mark all my artwork with a legally valid timestamp. There are two ways I know to do this 1 go to a sollecitor lawyer and pay for them to certify the document 2 use an online webservice to mark any given file folder readable to the service Anyone has already done this and if yes how (e.g. which website have you used? which type of solecitor have you contacted? etc..)? I am doing all this because I have prepared a kickstarter video that I wanted to publish in these days to ask for some additional funds to complete my game and, as it contains sequences of the game, I am at the same time worried about publishing it (somebody might copy the characters as I say in the video that I would like to do also a comic book series based on those characters). I guess that "eCO" (or something similar) becomes a must in this case right? Kind Regards PS I know that there is always the good old "send yourself a mail with a stamp and a date" but is not very strong as proof. |
4 | Procedural object generation and unique identification My question relates to procedural content generation and data management of the emerging objects in a database. I assume a networked game, with a server client model. Unspecified objects in the game world are generated while the game is running with procedural algorithms (for example perlin noise). The players ( clients) can modify the properties of these objects, but have to notify the server of these changes. How could this communication address unique objects, so that both the server and the client know of which object they are speaking? Not only the inner properties of the objects can differ, but also visible, such as the position. When the player wants to select one of these objects the game has to find out the id does anyone know which methods or algorithms can accomplish that? |
4 | A Star pathfinding on oblique map I'm making an RPG and want to make npc ai to navigate the city. I am using polylines for collision detection, and my map is 2D, but oblique styled. I am considering using the A algorithm to help them navigate. I've gotten the A algorithm to work with a top down 2D array of nodes But am not sure how to go about implementing this in my game. The overall world is 100x100 64x64px tiles, but the viewport (red box) only shows a small portion of them My questions are as follows Do I make a 2D 100x100 array, each cell size 64x64 px to mimic the real map? How do I account for the polyline barriers collision if 1's (unwalkable) and 0's (walkable) can only be assigned to a square cell? Performance is it better to just created a pathing grid for the viewport, or always generate one for the entire 100x100 map? Barriers Collision I create my collision barriers directly in Tiled. Is there a way to programmatically insert unwalkable into the matrix for a given location of the barrier? I am lost as to where to go next in translating this to my game. Thanks! |
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