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Dev Log
Aug 24, 2013 10:01:06 GMT -5
Post by JRooster76 on Aug 24, 2013 10:01:06 GMT -5
The skeleton is doing the same thing as the knight, so it's not the model. It's something I'm doing wrong. I think I know where I went wrong. I'm trying to do a Mario-like jumping logic. The longer you hold the button, the higher you jump. I have to calculate how long the button been pressed then translate that to height. Easy enough. The tougher part is getting the animation to work right. The jump animation has to be interrupted if the button is let go quickly (tapped). That's the part I've been having difficulties with. Mecanim plays the jump animation all the way through.
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redquill
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Where do you live, Monster?
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Aug 24, 2013 12:29:53 GMT -5
Post by redquill on Aug 24, 2013 12:29:53 GMT -5
So if you do a low jump he'll still be doing the jump animation on the ground?
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Dev Log
Aug 25, 2013 8:54:50 GMT -5
Post by JRooster76 on Aug 25, 2013 8:54:50 GMT -5
Yeah and if you try to press jump again it won't reset the animation until it finishes all the way through. I need to figure out how to cancel the animation. But this is just an exercise. In FP, pressing the jump button moves the character to the same height regardless of how long the button been pressed.
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Dev Log
Aug 25, 2013 19:13:00 GMT -5
Post by JRooster76 on Aug 25, 2013 19:13:00 GMT -5
So close! Unity comes with a platformer script that does exactly what I want Movement is working almost perfect. The beauty of it is that anybody can edit the script to suit their needs. The only issue I got now is synchronizing the jump animation with the varying jump heights. I think I know what the issue is. The jump animation is one continuous motion, from the take off to the landing. What I think I need to do is split the animation in 2. One animation from the take off to the apex of the jump, then from the apex to the landing. Then, I need to have a boolean that keeps track of when the apex has been reached. When reached, the animation would transition from take off to landing.
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redquill
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Aug 25, 2013 21:14:21 GMT -5
Post by redquill on Aug 25, 2013 21:14:21 GMT -5
A boolean is some kind of timer dictating speed of animation?
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Dev Log
Aug 25, 2013 22:13:50 GMT -5
Post by JRooster76 on Aug 25, 2013 22:13:50 GMT -5
Boolean is a true or false variable. Variables are named memory locations. For example:
//Declare a boolean variable. This tells the compiler to //reserve a space in memory for a boolean value. //You access the variable by its name. bool isNob;
//Simple If statement if (name == "quilliam") { isNob = true; }
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Dev Log
Aug 27, 2013 13:58:14 GMT -5
Post by JRooster76 on Aug 27, 2013 13:58:14 GMT -5
Arrgh! Synching the jump animation is a real PITA. Either it plays too slow or too fast when jumping at different heights. What I probably need to do is keep track of how long the jump button been pressed. The longer its been pressed, the slower the takeoff animation should be. The slowdown would happen across the span it takes for the character to reach the apex of the jump. Gonna try doing that tonight.
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redquill
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Where do you live, Monster?
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Aug 27, 2013 14:35:30 GMT -5
Post by redquill on Aug 27, 2013 14:35:30 GMT -5
That code is very true, JR. If there are two :quilliam: (==) than one of them is certainly a nob of the highest order.
It's probably me, since == is likely super special code language for something and not a typo.
Seriously though, I appreciate all the work you're doing on getting this animation right. Are you getting any help from the Art Team?
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Dev Log
Aug 27, 2013 15:47:06 GMT -5
Post by JRooster76 on Aug 27, 2013 15:47:06 GMT -5
Double equal means equal to. Single equal means assignment. So when comparing things you use ==. When assigning a value you use =. One of the many peculiarities of C-based languages.
Haven't heard from the art team in quite a while...
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redquill
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Aug 27, 2013 16:17:17 GMT -5
Post by redquill on Aug 27, 2013 16:17:17 GMT -5
Yeah. I've never spoken to Ratchet about work here, and I've never spoken to Aeolus outside of here. I understand Aeo is doing a fair bit of juggling and suppose Ratchet is doing the same with school, but I'm really not sure.
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Dev Log
Aug 27, 2013 22:06:04 GMT -5
Post by JRooster76 on Aug 27, 2013 22:06:04 GMT -5
Nailed the jumping animation On to attack! Though the help would be nice, I don't mind figuring this stuff out on my own. If I hit a real brick wall, then I'll reach out to them.
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redquill
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Where do you live, Monster?
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Aug 27, 2013 22:10:43 GMT -5
Post by redquill on Aug 27, 2013 22:10:43 GMT -5
*golf clap gradually leading to mass riots over the course of an hour* Nice work. I'm gonna start drawing tomorrow, controller diagrams and maybe a map. Keep it up.
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Dev Log
Aug 30, 2013 9:18:50 GMT -5
Post by JRooster76 on Aug 30, 2013 9:18:50 GMT -5
Attack animation is going good. There are still some hiccups with the jump animation when you start button smashing, but I'll save that for another day. I'm moving on to hit animation.
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redquill
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Aug 31, 2013 11:27:27 GMT -5
Post by redquill on Aug 31, 2013 11:27:27 GMT -5
Let there be blood! And various other icors and uh.... bone chips and ectoplasmic... runoff? And pumpkin seeds. Hey, ideas for blood and gore are flowing in....
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Dev Log
Sept 3, 2013 15:46:22 GMT -5
Post by JRooster76 on Sept 3, 2013 15:46:22 GMT -5
In order to do hits, I need some sort of health meter. Going with heart containers for now. Don't have blood/gore/stuffing effects though I've seen some at the Unity asset store.
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