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Yudou
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Yudou
@Yudou
Pixel animator pfp @ritterdoodles
River City Katılım Eylül 2012
1.4K Takip Edilen34.9K Takipçiler

@TheMonstreKing It's actually not as rare as you might think. In my own experience, I've come across this practice quite often
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@Yudou Thank you for your answer! I was surprised seeing it as it's pretty rare to have something like that
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I use the animation track in Godot to control the size, position, and active frames for the hitbox on a frame by frame basis. Most of the time it's set to a default disabled state but on the active frames of an attack I specifically enable it for those particlular frames. This also allows me to set properties or call methods such as moving her forward in line with her animation, spawning her blade smear or other effects, setting damage properties, etc
it's a bit more work, but it gives me fine grain control over exactly when and what things happen
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@Yudou sick work!! if you don't mind, how are you doing your hitboxes? did you manually create each area per frame of the animation/how are you swapping between them to sync them up? its something I've struggled to create a smooth workflow for so any tips are appreciated!!
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It's an efficient shape for collision calculation. The rounded corners line up better with the body as with a box you have edge cases where the corners of the box don't line up with how we perceived what *should* collide with things. (The tip of Nel's foot shouldn't count for collision detection because based on her animation, that corner could just be empty a lot of the time).
Its also for smooth movement as it allows the character to "stepup" on short ledges easily, and prevents getting snagged on corners, edges, uneven terrain.
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nobody asked for the World Cut but we're making it anyway!
Denshattack!@Denshattack
nobody asked for this game but I'm making it anyway 👍🚄
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@Alessan52989229 You caught me there xD
We're conflicted on what instrument to give the Chakram! We have some ideas but we're just not sure yet!
It needs to make sense with the Chakram itself as a weapon, but also work musically with the soundtrack. Clarinet is one I haven't considered though!
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Yudou retweetledi

Some early prototyping of multi-Instrument combat in SHADE Protocol!
In this showcase:
* Piano Shield
* Chakram
* Guitar Axe
Simple inputs, easy to learn, but we have many attack cancel windows for high skill cap players to go all out!
#pixelart | #ドット絵 | #indiegames
GIF
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@TuxedoPato @_EuClaire The feeling of weight and momentum in this is done so well. full neuron activation
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Had a week off last week so I made a melee attack set
Left click attacks move forward
Right click attacks move backward
Character by @_EuClaire! Thanks for the model!
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Yudou retweetledi
Yudou retweetledi
Yudou retweetledi

I've recently been watching Sanderson's lectures on fantasy writing and this clip from (52:00 - 54:00 )[youtu.be/3Y9p53C1lP4?t=…] hits the nail on the head on why I've always kinda shyed away from giving Nelianne the ability to double jump.
I consider double jumps to be one of the greatest video game mechanics of all time. It's so elegant in its simplicity, and it provides the player with a way to get more height, get more distance, enable tricky navigation, act as a way to avoid attacks, add timing leniency, etc etc.
Nel has the tools to effectively accomplish everything a double jump can do. It's not like I don't want the player to have air mobility/options. But by adding complications, she can't double jump without being able to bounce off of something, she needs a target to reel herself upwards, she can change her midair momentum immediately, but it costs a resource, etc, etc. Spreading out the benefits of what a double jump provides across her whole toolkit
"It's so much more interesting to write than just 'a character can fly'. because he's having to make certain decisions and apply certain skills to make use of his bad flight. And because of that the reader can anticipate what it can do and what its limitations are, it becomes way more interesting to read becasue of that"
and in that same way, I want to withold the ability so that the player can feel that cleverness, that quick on-the-fly thinking in combat to be able to effectively access powerful air mobility that the character would feel.
Of course this is just musings and none of this matters if I can't make her actually fun to control. It's very possible I walk back on this decision because having a double jump is just feels *that* good to have. It's a near ubiquitous ability for a reason.

YouTube
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@Yudou that is smooth as fuuuuck did you animate all that manually or is there some 3d model trickery occuring
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