- Added avatar icons in the target huds
- Added a scale paramater in the Creatures descs (Abyssal grunts are a scaled down version of the Abyssal Generals)
- Discovered a trick to easily do acceptable run animations and with fewer keys, subsequently redone Hesiod run animation. Modified Abyssal slash attack animation
- Added the Abyssal run and attack animations
- Added some collision functions
(edited by Yseron.8613)
- Rigged and animated the Abyssal (only the stand anim for the moment)
- Made a pass on skills effects so that they adapt to creatures sizes
- Fixed a bug where creatures life pools and speed were retrieved using creature type instead of creature id
- Made a pass so that it now function like any spawner in this world (now use a collection of spawn locations that you place in the world) since i’m going to need it
- Got my kitten handled by the abyssals before i even started to code them
- Will submit the latest version (both the runtime and the unity project) in 10 minutes
The model for the Abyssal is done, we are getting close to the date of the gw2 mini game contest….
Abyssal listening to Van Hallen: he’s jumping !
Finished all the skills animations (i am not an artist) and reworked the class AnimSelector with per-layer datas and the possibility to play directly an anim without having to use triggers or other parameters
(edited by Yseron.8613)
- Recollected from old memories how to make animation masks for specific parts of the body (i had made a tool to automatically handle more than 200 anims per character on ABC Murders and yet it took me 10 minutes to remember what was where and how)
- Created a cast anmiation for the charaters which play only on the upper body
- Created a listeners class used by skill sets to notify their owner about skills events so that they can launch anims accordingly
(edited by Yseron.8613)
The winner is Khailyn.6248
I will need Khailyn.6248 in game mail adress to give the prize unless entering Khailyn.6248 in the mail adress is sufficient
Ok, for the moment Hesiod has my preference. I will come back tomorow to see if there are other interesting names and give the gold
10 Gold goins to the first gw2 player to come with a name i pick for the little guy at the end of this post.
For the moment he goes by the name billy bob, help him find his true identity
Once i finished the armor, i will make it so like the clothes overflow a little over the edges of it, like being tightened by it
Begun to replace characters models place holders. I will keep the parts that i only know to model by sculpting, while the tris under the clothes / armor will be deleted later.
I want to see that. Screenshots pretty please !
Finished the minimal room where the action will take place. However, after implementing the boss, i will stop updating my shared project until the contest have a winner
Finished a prop set (normally i would only have to code, but since we cant get anet resources i have to model everything)
I’m begining to get the hang of Blender. UVs are now fun as hell (select, w+align, G x/y etc)
(edited by Yseron.8613)
- Implemented passive effects of chilled, criplled, slow, quickness, swiftness, vuln. etc
- Added skills direct damages
- Added direct damages indicators
- Added camera collisions
- Begun modeling props for the boss encounter
- Reaper touch:
. Improved the fx of the scythe (particles now based on distance traveled)
. Resolved a problems related to collisions (see screenshot for the code) after i discovered a function in the manual
- Implemented the last skill “Reaper’s Touch”. Used UV rotations to avoid interacting with the transform used by the physic engine on the reaper touch projectile
From now on i will be able to turn my attention to graphic assets for the scenery and the creatures
- Implemented “Suffer” and “Chilled To The Bone”
- Improved the visual quality of marks that now use an additive shader
- Fixed some bugs
- Added an option to sort proximity infos
- Added an “out of range” display info
- Implemented the skills: Feast of corruption, Spinal Shivers and consume souls
- Refactored, Finished and cleaned up the generic SkillImplementation::ApplyEffects(), isolated some functions in RemoveEffects(typeFilter) and ConvertEffects(typeFilter)
- Fixed some memory leaks and bugs
- Danced disco
- Fixed some bugs
- Proximity infos are now packed in their own utility class
- Implemented the skill “Grasping Dead”, the other skills are pretty straightforward but this one needed that i make a model, its texture and an animation for the arm
Added foliage to have a glimpse of what it will give in game (if only i could focus on code instead of wasting 99 of my time doing artists stuff)
- Fixed a shamefull bug in AnimTrack and AnimInstance (chained skills now switch icons correctly upon receiving an anim event)
- Learned to UV unwrap
- Updated the curved tree model with the new UVs
Submitted a new version:
- Some refactorings with a more logic distribution of datas and cleaner / faster processing
- Added skills chains mechanism (skills desc already had skills chains infos but the chains themseleves werent implemented)
- Implemented the first skills: Blood Curse, Rending Curse and Putrid Curse
- Replaced screen space 2D nameplates with 3d ones equiped with adaptive scale
- You and entities can now move
Remaining:
- Implement the other skills
- Create final scenery
Pending:
- Final creatures modelisation (see attachment)
Yes, i also created a post in the community creations forum ! Because i know that eventually this post will be removed since Gaile already answered.
Good luck for what ? There is a ninja behind me ? Blink your eyes two times if there is a ninja behind me !
For late comers i explain again:
- Once finished, those who wish to win up to 8000 gold coins will have to beat a gw2 mini game boss using some gw2 skills. The mini game in preparation is the one in the screenshots.
I used to do mini games in GW1 as well and rewarded several players with comparable amounts of money but i was limited because i had to rely on existing, non customizable content in game, which not always matched what i wanted to reward. Does that answer your benevolent curiosity ?
A version you can download and play directly on your PC (although the build said PC/Mac/Linux i dont know if it will run on Mac/Linux) even if you dont have Unity installed: https://drive.google.com/open?id=0B5UrPZgTr3PZb1NlT21MVFlNVjA
We can now rotate the camera by hoding a key (the keys for the skills and the mouse look are already bindable). Created, textured and animated a place holder for the creature (the final one wont be a teletuby…hopefully) with blender (i got someone to kill, the one who created the interface user experience)
Remaining:
- Populate skills
- Replace scenery place holder with final scenery
- Replace creature place holder with final creature
- Be able to move (the anim is already here and trigger automatically upon detecting movements)
We can now rotate the camera by hoding a key (the keys for the skills and the mouse look are already bindable). Created, textured and animated a place holder for the creature (the final one wont be a teletuby…hopefully) with blender (i got someone to kill, the one who created the interface user experience)
Remaining:
- Populate skills
- Replace scenery place holder with final scenery
- Replace creature place holder with final creature
- Be able to move (the anim is already here and trigger automatically upon detecting movements)
That works for me. Thanks for taking the time to answer about the media assets.
[Post Edit]All right, after seeing the term of use i’m good to continue. Here are the main things to be aware:
- I must include anet copyright
- I may have to remove anet assets from content from application if anet decide to
(edited by Yseron.8613)
A project ? What project ? It’s just a min igame i make for the GW2 community that will allow me to give gold coins to the winners. The game will go to the trash bin or to whoever want it after that.
I thought i wouldnt be able to model me a tuby but it seems like i was able to do things with Scupltris
But then again, how do i get their attention on this matter ? Should i conclude everything i sok for the moment ?
Added creatures manifest and creatures factory, creatures are now instanced just by provinding a creature id. Added channeling bar + some fixes and a huge cleanup. I will have to be modeling soon and i am more picasso than michael angelo…
Added targeting hud and widgets custom animation system (not a full one as i do for engines since there is already one in Unity)
Is there a pack or something i can use to put in my application (see attachment). I know they made one for the wiki, but it’s only 2d assets. I would need a pack that contain a 3d model, even if there is only one model in it
(edited by Yseron.8613)
If i was to offer between 1000 and 8000 gold coins for the winner of a contest that involve being the first to beat a boss in a gw2 minigame, how many of you would be interested ? Is there a limit to the gold i can give to players in-game ?
Add the possibility for the players to Yodel with a button or something
- Because i really want to know what face the voice actors would have upon reading their lines on their paper
- Because there is at least one of them who wont be able to yodel
- Because 30 players yodeling in the silver wastes during an event would add to the immersion of the game
Added all the remaining conditions and boons after constating that the skills i was adding had some effects i had not yet setup, which allowed me to find a bug on the way
Before attacking the creation of skills which will fatally be followed by the ui that show your equiped skills i prepared the terrain for skills description. For that purpose i made a quick detour to add variables injections in formated texts. It allows strings, localized or not, to incorporate expressions that are evaluated at run time, but with the advantage of not having to make players download a new build each time you change the skills attributes or the skills descriptions that are usually separately stored on another server (except for gw2). It allow(ed) (in the golden age) to jump to the pvp server of your choice with different rules without having to get another version of the executable.
I take on the occasion to tell you to never buy anything in the asset store related to trivial things like variables injections. In our industry we do it without even thinking. So dont spend a penny for that