Settled on the standard way I'm going to handle all advanced movement in the game. It's just smoother and better using only one way. https://youtu.be/-ffWuow0agA
Made a decision today after enough testing. Because it's only a 2d game now and it's easier to solve stuff in code im now making point to not use sequencer for cinematics. I'll just reuse the 2d code I have and make all cinematics with it. The sequencer will still be used for enemy ai bp sequencer and stuff like that. But…
got some more time work on it. So good how intuitive it is now to make animation from scratch and even them borderline real-time changes in game. Video includes how to do it. https://youtu.be/aDw5AV_Eheg
Where a animator or team of animators can be removed and replaced by a 3d artist coder...always do it. My going game project is actually going to get done!!! I spent so much money on store animation assets that are basically useless now. Whatever.
Got Today and possibly tomorrow to work on the code some more. Just finished the 2d camera system for my game. Works really well and is replicates. Uses ALS without breaking ALS. https://youtu.be/l-ilojBtFqo
Building the basic controller and raw UI. Have to test it for, and remove button combo confliction before adding all the stuff. The system to organize it all is run by "Switchers" and "Execution". The rIght shoulder button is the "Execution button". Example. Hold the left shoulder button down press right shoulder to…
Added in more oscillation for more verity in the movements. I'm pushing for a more classic 2d looping look to everything. The whole world has to look like it's on a beat. Metal Slug is a good example of "the beat" look. The control rig allows a procedural method to programming the animation for the game. To make the…
The reason why the control rig is so genius is because the advantage large studios have is lots of people working on small things all at once. Most the time in games it's about making sure the small things are done right. One major thing that is all about lots of small stuff is animation and most the time it's bulk of lots…
I'm a game and vfx vet. Paid off my student loans working at others God forsken companies. Tomorrow I'll have something more important to show than a key base mesh zbrush model for express character development.