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Movements are finished.
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Open a TicketHello,
Movements are finished.
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Hello,
Update mode GUN.
Add "180 crouch" AIM:
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Start of the addition "unsheath crouch gun"
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Some animation position adjustments: (here lower and lift)
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Setting a bug, in sneak mode against a wall, it was a 180 in target mode when changing direction.
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+ reorganization of some lines ...;)
Update standart mode:
Add mechanic "180 turn fall "
Catch ridge lower floor.
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Ignore the lower floor ridge.
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2 floors lower..
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It remains to do that of a floor ..
Thank you Mehrdad & Aenever, if you come across bugs, report them, I will correct them, normally they should not be many ..
For the next version, gun mode will be well advanced.
Thanks Mehrdad,
I make this engine for a game..
If you want to test this engine,you can DL here
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Hello,
Update and finish 180 run .. ;D
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Hello,
little video on the progress.
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Hello,
Small additions and modifications ..
Le fall near wall..
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Test of the reactivity of the camera.
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Start of the runjump (the anime speed is not set)
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Test with a small end of the level with classic camera
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Test with camera-room and light system ..
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Test animation optimization:
Original in game:
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With one frame less (that of the hand)
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Add 3 animations: (originaux)
- 180 non AIM
- Walk non AIM
- idle non AIM
Just a test to add a new movement "Walk AIM".
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Thanks alexexhowl,
Update :
Add falls during the Run:
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Long fall:
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Stop narrowly :
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View of part of the system for the detection of mechanical.
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Node test for the light system..
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Hello,
add mode Run.
Run cycle complet (start_right_left)
Run stop (slide)
Run to walk
Run to walk :
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Run to stop :
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Add long falls when roll..
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Start weapon + half turn..
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Hello,
Small video of The update of the engine.
Additions and finishes of the mechanics of the walking mode:
- roulade
- jump a ledge while being lowered
- grabs a cornice during a jump in the void
- shocks against the wall during the roll
- shocks against the wall during the jump
- falls during the roll
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coming Soon:
Walking mode:
-180 right-left being down
- Action on an object
start of run mode ..
Looking really good! Hope you get to finish this game!
PS: I browsed through your earlier techdemos and the rigging and animation of the prerendered models was really smooth. Did you create those models yourself too?
Thanks SirRandom,
Yes,I'm training at the pixel art..
Thanks everyone..:)
high fall with different mechanics.
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"MEHRDAD
Great!!!. Nice job!. Does your engine support slopes too? "
Thanks Mehrdad,it's not planned for the moment,perhaps later..
News Movements:
jump a ledge while being lowered finish:
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a catch ledge when jumping:
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Hello,
Classic version versus my Engine.
longjump:
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Climb :
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missed jump:
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walkfall :
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Ajout du crouch :
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At the displacement level in the Engine, there is therefore for the standard movement:
-walk
-180turn
-crouch
-descend and mount platforms
- long jump without momentum
- long jump without momentum missed
-high jump
Coming soon:
walking mode unfinished:
-roulade (70%)
-jump a ledge while being lowered (50%)
-a catch ledge when jumping (10%)
run mode and gun mode when the run mode is finished.
I dissect the game thoroughly to do all its mechanics, the goal being to be close .. As soon as the engine will be almost identical, there will be small additions and more to make the difference ..
Ex : Camera room
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Thanks Julian82
Here's a little video of the Cinematic Flashback Engine V_0.1. (no-dynamic engine)
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Hellohello,
Here for those interested a demo in 1280 (without the Cam) to test the movements and take a feedback.
There are a lot of things that I did not put because I want to know if he holds the road before.
QD = Right / Left
ZS = High / Low
S + C = To descend from the cornice and to suspend
Z = When one is suspended, he goes back
S = When one is suspended, he drops
Space = Jump in length (without moving)
Space + Run = Jump (to see whether to disable it)
Maj = Crouch
CTRL = knife (by default it is not activated, it is necessary to press 2)
Mouse Right Click = Vise (when the gun is selected) "temporary"
1/2/3/4 Numpad = réso
it is necessary to press 2 for the knife and 4 for the pistol. Attention, the system of shooting is not implanter.
To mount a mid-high wall, stick and press Z:
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For Hanging, Jump in length and hold Q or D, here Q then Z to go up:
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The Edge, be close to the edge, hold S and press C, to go up, Z:
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Push the Crate (Q / D), mount on it (Z), go down (S maintained + C) to hold on to a cornice, get closer and press Z or else if you run, jump(Space et Q/D maintenu pour le Hanging)
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To take the Gate to go up, press Z when you are on the square.
Lien :
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Thanks render8,
yes it's a huge work when you're alone, I'm doing it for fun but I want to succeed to release a project..
Thanks zip2kx & SirRandom.
""SirRandom:
Looks impressive and all, but did you ever finish those previous tech demos? They already looked cool as hell! I remember one with a soldier and a zombie, and the other was something fantasy-themed. ""
Some tech demo are finished, others are being fixed on the bugs..
But it takes a lot of time to do the animations under 3dsMax and Aseprite or to code, more to look for bugs and fixes.
Survival :
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Fantasy:
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The advantage is that they have the same engine base with some modifications..
some works..
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Color Vers: (Perhaps)
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And Here other version in 720P in development with Covers system and walk against the wall on a ledge etc...
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Almightyzentaco (Fusion 2.5 Tutorials)
Captain Quail (Firefly Tutorials)