Guitro
62 posts


@SurajChawh79862 Oh, animation are from the Fight Animations pack from FAB
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@guitro_dev not assets buddy i am talking about aniamtion have u used miximo for it and vfx
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@aalsurmi1 It works like a regular combo, you continuously press the mouse button and it plays the animations in sequence. But I’ll include abilities as well such as wrestling moves. And yeah, each punch have its own animation montage.
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@guitro_dev Really liked it
But what about the punch animation? Does each punch have its own animation, and when the button is pressed, does it repeat the action as one punch?
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@PrismarchGame But anyways I already have a proper 3D artist to redo the models when we get funding
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@PrismarchGame Partially, I take the initial idea to Maya and finish them off by hand
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@guitro_dev my melee system is way stiffer with 0 blend direction transitions but i kinda like that old school style hehe
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I've polished the Free Flow system a little more, so it plays different attack animations according to where the enemy is relative to the character.
#indiegame #indiedev #indiedeveloper #solodev #fightinggame
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@guitro_dev You can also apply phys mats to the phys asset collision primitives to detect broad locational hits. Also bone name for skeletal info.
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@Alex_Sants0 Tô escrevendo o loop ainda, mas a ideia é ter arenas. E pra ir conseguindo zerar as arenas vc tem que upar seu personagem, aprender novos golpes e habilidades, e melhorar seu hideout. To pensando ainda se eu faço a vida resetar ou continuar a msm que vc saiu da ultima arena
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@guitro_dev Achei interessante, pode dar mais detalhes?
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@KevinPaculanVA Hell yeah! Lol And it’s almost ready, I’ll post it here when it’s done
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@guitro_dev This looks super fun lol, is there going to be wrestling moves?
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@arqan_creation @berrycurvature For now I prevented any hits when downed
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@guitro_dev @berrycurvature I'm also working on a melee fighting system, I want to do some low attacks and juggle attacks, so you can send someone flying and hit again while airborne but I still have no clue how I'll do it, anyway how is your system handling hits while the opponent is downed ?
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@guitro_dev !!! I literally had an idea like this but instead of hit variations its a type of dodge, looks amazing so far
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@berrycurvature Not that I know of until now lol every collision check is done by math, so you’ll never hit two areas at the same time for example
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