"First-person walk" feature using VIDEOS

  • #20, by joemidTuesday, 26. December 2017, 04:49 3 weeks ago
    @joemid: not currently to my knowledge. Only regular videos can be paused/skipped, providing space &/or esc keys aren't disabled with Lua script.
    Thanks!

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  • #21, by NigecWednesday, 27. December 2017, 11:20 3 weeks ago
    I came from Flash to VS and if you take the time its infinitely better
    Greg Mac William did a Flash game engine called Lassie Shepherd, the source is on GitHub, its as3 but nothing complicated really.....BUT I still think Visionaire is the better option and worth taking the time to learn
    Ironically the guy who did a commercial game with Lassie moved to Visionaire , Matthias Kempke

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  • #22, by NigecWednesday, 27. December 2017, 14:23 3 weeks ago
    ps caligarimarte is doing some great effects with shaders, one gave the impression the character was walking away from the camera for a very long time

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  • #23, by alex cherkasoffThursday, 28. December 2017, 06:08 3 weeks ago
    I came from Flash to VS and if you take the time its infinitely better

    Greg Mac William did a Flash game engine called Lassie Shepherd, the source is on GitHub, its as3 but nothing complicated really.....BUT I still think Visionaire is the better option and worth taking the time to learn

    Ironically the guy who did a commercial game with Lassie moved to Visionaire , Matthias Kempke
    You see, my idea for the game is based on a very smooth and fluid animation.
    I'm an animator myself, actually.
    Visionaire engine  (as far as I know) is not allowing smooth transitions between character changing walking directions, or walking-stopping.

    And, I mentioned that before, I need first-person walking feature.


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  • #24, by NigecThursday, 28. December 2017, 08:25 3 weeks ago
    Thats why I mentioned the shaders, there might be a way to do transitions.

    caligarimarte has done some cool stuff

    Simon ASA similated a panoramic type view in his game ASA: A Space Adventure remastered, it appears to turn like a pano game


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  • #25, by alex cherkasoffThursday, 28. December 2017, 12:08 3 weeks ago
    Thats why I mentioned the shaders, there might be a way to do transitions.
    I don't get it, what shaders have to do with walking animations?

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  • #26, by AFRLmeThursday, 28. December 2017, 13:11 3 weeks ago
    If you are doing first person & can't see the character while they are walking then what does it matter? All of the walk transitions between each different perspective of the scene could be done with videos, just like devs would do for the old FMV games back when they were popular.

    I think the problem here is that you just can't be bothered to create a scene for each perspective view point. Personally, for what you are wanting to do, I would consider using a 3D game engine like Unreal 4 & creating an actual 3D game where you can have the camera fixed to the character perspective. In the long run, it would probably save you a lot of time, though I guess you will have to learn to code a bit, but having said that, I believe Unreal has a built in visual system called Blueprint, so you can create & do a lot of things without code. The engine isn't only for first person shooters, as a lot of walking simulators & first/third person puzzle games have also been created with it.

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  • #27, by alex cherkasoffThursday, 28. December 2017, 15:53 3 weeks ago
    If you are doing first person & can't see the character while they are walking then what does it matter?
    I think you've misunderstood me at this part.
    I meant animation transition in point-and-click parts where you move a hero around the 2D stage with mouse.

    When character is walking, you don't have turn animations or stopping animations in this particular engine.
    All you have is "standing" and "walking".
    So character's moving is not smooth, it's choppy.
    Personally, for what you are wanting to do, I would consider using a 3D game engine like Unreal 4 & creating an actual 3D game where you can have the camera fixed to the character perspective.
    Neither I can't export anything nearly resembling valid textures out of my 3D software,
    nor I have any experience in low-poly and game 3D.

    It's too hard for one man to handle.
    Pre-rendered is the best option, because you don't need to optimize anything.
    Except video, of course.

    As I said, it's better for me to stay in Flash, because my game design is made considering Flash IDE pros and cons.


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  • #28, by AFRLmeThursday, 28. December 2017, 16:06 3 weeks ago
    There's rotation animations for characters, but no 360º support like 3D models as that would be overkill in a 2D engine.

    Start walk animation is possible with a bit of trickery. End walk not so much, though you could actually increase/decrease the global animation delay between frames over time with a tween function to gradually increase/decrease the delay. It's not elegant, but would allow for the creation of the build up or ending of motion.

    Walking around like in your AS/flash video you linked isn't very easy in this engine as it's meant for fixed background images for each scene, though it would be possible to create a large image, scale it down, then scale it up to simulate walking forward in the scene, but it would be a pain to add interaction polygons for players to interact with.

    Anyway, just use whichever game engine you feel most comfortable with. wink

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  • #29, by MachtnixThursday, 28. December 2017, 16:46 3 weeks ago
    End walk not so much, though you could actually increase/decrease the global animation delay between frames over time with a tween function to gradually increase/decrease the delay. It's not elegant, but would allow for the creation of the build up or ending of motion.
    Das funktioniert nicht ohne Lua, weil ich zwischen die Lauf-und  Steh-Animation keine andere einschieben kann. Beide sind geloopt und erlauben keine einmalige Zwischenanimation. Belege ich den letzten oder ersten Frame nämlich mit einer Stop- oder Start-Animation, wird sie jedesmal aufgerufen. Bis jetzt habe ich es mit Bordmitteln jedenfalls nicht hinbekommen.

    This does not work without Lua because I can not insert any other between the running and standing animation. Both are looped and do not allow a single interim animation. If I record the last or first frame with a stop or start animation, it will be called each time. At least I have not managed it with on-board resources.

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