Dark Inside Me, psychological horror adventure game - Trailer & Gameplays

  • #30, by afrlmeFriday, 19. December 2014, 17:16 10 years ago
    New advanced features for 3D characters? Well... I've no idea when that will happen. First things first for the dev team is bug squashing, although there are a few new features for the next release, but none of them are to do with the 3D side of the engine as far as I know.

    The 3D system is still in its infancy & will probably take them a while to iron out any issues with it before attempting to work on any new features for it. Personally I think VS should have stayed exclusively as a 2D engine, but a lot of people were asking for 3D/2.5D support & thus it eventually got added & then somewhat grumbled at! grin

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  • #31, by gustyFriday, 19. December 2014, 19:00 10 years ago
    Akcay: I'm just curious here - why don't you render it to 2D and use it as 2D characters? It would looks like exactly same.

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  • #32, by afrlmeFriday, 19. December 2014, 20:20 10 years ago
    He would have to use a lot less frames for the animations though, I think? From what he said, it sounds like there are a lot of frames in each animation. I reckon most of them are probably irrelevant though. Animations can still look pretty smooth without millions of animation frames - you just have to get the correct pause value between frames to keep them looking smooth.

    The game I'm currently helping develop has 16 frames for each idle animation (plus 5 for the blink animation I added to the end of the idle animation). I've set 150ms pause between the regular idle frames & it looks pretty smooth - I set the large-ish pause value because I wanted his breathing to look a bit more natural.

    http://media.indiedb.com/cache/images/games/1/37/36878/thumb_620x2000/jacob_blink_gif.gif

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  • #33, by AkcayKaraazmakFriday, 19. December 2014, 21:20 10 years ago
    To be honest I dont like how the 2d characters walk in 45' angles. They look so odd. And all my scenes have almost different camera angles, so I need to render the character for all directios for almost every scene. And it would something realy crazy smile and sure the huge number of frames for the character animations will be a another headache.

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  • #34, by gustyFriday, 19. December 2014, 21:28 10 years ago
    That was my plan - to use for almost every scene the unique character's outfit in order to have an invidual camera angle for (almost) every scene. I was also worried about memory and stuff, but AFRLme said it should be okay in that matter...

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  • #35, by afrlmeFriday, 19. December 2014, 22:06 10 years ago
    Yes you can always optimize your animation frames/images by converting them to webP. Saves hd space & reduces loading time per frame.

    I'm also not keen on how diagonal walk animations are handled either. I recently came upon the problem of the animation sliding further over to one side during diagonal walk animation - not including slide generated by character actually walking. I wanted to be able to offset on both x & y for walk movement but Alex said that it isn't possible. Something to do with how movement/paths are calculated. The only other thing I can think of is offsetting the diagonal frames themselves but unfortunately there's currently a bug in character animation section that prevents nudging animations with the keyboard cursors, so all I can do for now is wait until that's fixed or spend ages messing about with the image positions in photoshop, which would quickly become very tiresome.

    @ Akcay: 300 frames for an idle animation is just overkill. At the most you should need around 24 frames or maybe less - well... if you were using 2D character animations.

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  • #36, by AkcayKaraazmakMonday, 29. December 2014, 10:24 10 years ago
    Simon; about you 3d character rotation script; it stops the walking cycle and rotates the character. Is it possible to rotate the character without stoping the walkcycle? Character will rotate while he is walking?

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  • #37, by SimonSTuesday, 30. December 2014, 20:12 10 years ago
    I tested it, it doesn't work that way, the character jumps between the 2 directions, looks very glitchy. Maybe I can change something for that in the core in the future, but for now I can't better that.

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  • #38, by AkcayKaraazmakTuesday, 30. December 2014, 21:47 10 years ago
    Ok Simon, thank you so much for your help mate.

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  • #39, by AkcayKaraazmakTuesday, 30. December 2014, 21:49 10 years ago
    Simon, or is it possible to make that rotaion much faster? Maybe if the character turns fast it can not seen so wierd. I tried on your script but couldnt find a way to make it rotate much faster. ???

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  • #40, by SimonSTuesday, 30. December 2014, 21:56 10 years ago
    Is possible.
    			game.CurrentCharacter:to(angleDist(smt_direction, newdir) * 5, {Direction = newdir})
    

    In line 39, just remove * 5 or add * 2 or something like that, that's basicly a time in milliseconds, so making it smaller makes the animation faster, would like that:
    			game.CurrentCharacter:to(angleDist(smt_direction, newdir), {Direction = newdir})
    

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