Got an attack combo system working for enemies! First I set an integer and increment by 1 each time the enemy enters the attack state. This is then being used to set a parameter on the Animator. Then inside of the attack sub-state machine there are the states with the attack animations on them and a transition based on the…
@Crazy_pixel thanks! All the animations are going to need at least another pass but its getting there. Trying to nail the "feel" before I start polishing anything.
Now that I got my IK jitter issue fixed I got a new simple spawn animation hooked up for my basic skeleton enemy (who still needs another texture pass). It's pretty fun spawning a bunch of these in and seeing all of the hands popping up out of the ground. Next I need to get some VFX and sound FX created for these guys as…
@lolpoly thanks so much! Its been quite an exercise in discipline staying focused on it for so long but I've learned so much since I started and have had a blast working on it - thanks for checking it out! Lately I've been working on some WoW inspired particles and effects in Godot, trying to keep things relatively simple…
Yo, I like it. The animations are cute, they remind me of old games. I would suggest breaking the symmetry a bit more. Right now the only asymmetric element is the belt across the torso.
I adjusted the new attack animations and added an extra frame to get a better spherecast arch which solved the issue of the melee attack missing when it "felt" like it should have hit.
I've been playing around with a VFX for my spawn animation which has been a lot of fun. First there are a few particle systems with some smoke and bone fragments with small variations to each of them. The bone fragments use a dissolve material which I found could be controlled through the "custom data" property within the…
Got the skeleton hooked up in Unity and having a bit of fun beating up on him. Animations are currently the same as the player character since they share the same rig - I'll be making new animations at some point in the future. I've also been playing through Hyper Light Drifter again for some inspiration and got my hit…
Got around to making a rough new animation for the footsoldier enemy. Still needs some polish and adjustments but for now it does the job. I also setup some tracking functionality for a bit of added challenge. This attack also activates super armor so it takes a little more to stagger the enemy and allows the attack to…