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Aaron Victor
119 posts

Aaron Victor
@Aaron_Victor_
🇨🇦 2D Animator. https://t.co/hMrsE8H27n 📧: [email protected]
British Columbia, Canada Katılım Haziran 2020
200 Takip Edilen6.2K Takipçiler

@kamehameron No Steam page yet. I still don’t even have a title for it yet.
Once I get the core gameplay and controls to my liking, I’ll hopefully have a better idea of what kind of scope is realistic for me.
English

@MikeBarson15703 A mix of 12 (on 2s) and 8 (on 3s). It’ll be rare for him to be animated at 24fps (on 1s).
The “aim down sights” animation will probably be on 1s for instance, so it’s quick and snappy.
English

@Aaron_Victor_ I don't know what you did special. maybe the framerate? although I think I've seen others try that too, and it didn't come out as good. maybe theirs wasn't as low as yours?
he's animating at around 12fps, right?
English

@Sirmlg0_and_Co I did use MGSV's animations as reference. Although, I had to exaggerate them a bit for the art style, and make them a bit more "bouncy".
English

@Aaron_Victor_ This looks like if you rotoscoped metal gear solid v and only took every other frame
Compliment award
English

@AaronVdS I guess, about six months now. (Granted, I've been very on-and-off with it.)
It started as a game jam game, but now I'm working on a bigger and better version of it.
English

@Aaron_Victor_ Aaron Victor? Somos irmãos de nome cara ! Bela animação de movimento inclusive , a quanto tempo está trabalhando nisso?
Português

@Terminador77991 Nah, it'll be a horror game, but it'll control like an action-adventure game.
English

@Trans_Lykeia It's not a perfect solution. There's still many cases where the feet won't be properly connecting with the ground.
I plan to mitigate it by using multiple raycasts to get an average normal angle for the animation blends, instead of a singular raycast.
English

@Trans_Lykeia So the "root" of the animation tree is a blend tree. When in the idle state, it uses an addative BlendSpace2D to blend foot placement animations.
For the walk/run animations, each animation is a BlendSpace1D, with incline, level, and decline versions of the animations.
English

@BDoge84171 Scratch that, I might just have a raycast in front and behind the player. Attaching them to moving feet would probably cause weird jitter.
English

@BDoge84171 I know the cause of that, and I have a solution in mind. It's because it uses a single raycast from the center of the player character.
I plan to use two raycasts from the feet, and get the average slope angle.
English

@BDoge84171 Yeah, I was probably gonna end up changing it. I particularly don't like the sprinting decline animation, and the crouch one.
English

@Aaron_Victor_ Additionally, arms: When going up hill, Arms are thrown far forward and down, reaching towards the earth.
When going down, legs open up to strides. The body leans back. Gait is widened to almost leaping. Arms are brought up and out to the sides to stabilize oneself.
English

@minyrosa555 Haven't gotten around to that yet. But I have a few ideas on how to get it to work.
English

@J_Scott_Art Yep, it's stepped keys. The Blender project file I do my animations in is set to 24fps, to make things easier.
English

@Aaron_Victor_ How they hell are you animating it like that?
Are you using stepped keys or something? It looks like 24fps animation its wild.
English

@Dxxnyxxl00 I appreciate the offer, but I’d rather be very hands-on with this. I usually approach things with a “this is the feeling or tone I want to convey” approach, and I end up being very deliberate or picky with it. If that makes sense.
English

@Aaron_Victor_ That sounds awesome and I look forward to it.
Do you need a writer? I have no qualifications or credentials but I have the skills and can prove it to you. Unpaid ofcourse.
English

@Aaron_Victor_ Is the “animation” dynamic or just on twos (i don’t remember if twos the correct term)
English

@Dxxnyxxl00 Yes. Although, I’m kinda taking the Super Mario 64 approach, where I want to get the general movement controls and gamefeel working first, then build a gameplay loop around that.
English

@schloppdev It’s weird going back to the game jam version. It feels so janky in comparison to this.
English

@Aaron_Victor_ I remember seeing an early version of this in Jamsepticeye, it’s looking great!
English

@KimJImagery The models and animations were made in Blender.
The game is being made in the Godot engine.
English

@Aaron_Victor_ Wow the cel shading on this looks so good! Is this blender or one of those game engine software?
English

@ZwickTheEditor Thanks! It’s actually just an unlit shader on a 3D model. I decided to forgo shading for this specific look.
English

@Aaron_Victor_ Is that 2D or cell shading? Either way, it looks very good.
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