March 20, 2019, 03:55:24 AM

Author Topic: Maze Raider - The aMAZEing code a game comp entry  (Read 3995 times)

Offline Derron

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Re: Maze Raider - The aMAZEing code a game comp entry
« Reply #105 on: October 21, 2018, 11:37:49 AM »
@ RemiD
Think you described something similar to what I found out yesterday (before leaving the computer for board games and booze :-)).

When I animate stuff in Blender, I of course pose the bones - and the bones are left in that position then (even if I play an animation which changes that). I did assume that this is not problematic as the original "T-Pose" (initial pose) is still there. If I did not set a specific action track ("various aligned animations") it would show that initial pose too.

And way more important: as said I tried animations with "global" visual appearance of each bone (so a global XYZ, global rotation, ...) and "local" ones. Means each animation did define the position of all bones right at frame 0 of the animation. Somehow this did not work as expected. I think it has to do with the way the "better collada exporter" and "blender godot exporter" handle animations. With Godot 3.1 an IK Solver will be available - but for now this is not existing and so every animation is "baked" behind the scenes. This means a 40 frames animation is not storing the keyframes but the position/location/scale at each single frame. This explains the huge file size (7.8mb for a 2.5mb model + animations).

I assume during this export they do not use the global position but some other stuff - resulting in the odd behaviour if you do not reset your characters pose to "Initial Pose" (so no transformations are done to the bones).
In Blender this is fairly easy to do: go into pose mode, "a" (to select all bones), "alt + s" and "alt + r" and "alt + g" to reset scale, rotation and position of the bones. done.

When then exporting the animations in Godot look fine.



@ more details
I only left the manual camera movement on but I could enable a follow-the-player-thing too - if desired. It was a bit "bugged" and needs some more love before I would let it loose on the players.
I created the assets for: the game screen and for the startup-render-screen and also I wanted to learn a bit more about texture painting.


bye
Ron

Offline RemiD

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Re: Maze Raider - The aMAZEing code a game comp entry
« Reply #106 on: October 21, 2018, 12:25:09 PM »
About animations and weird poses, i saw a similar thing, when, by mistake, i had modified the orientations of some joints in "rigg mode" (when you create position / rotate the joints to make your TPose), and then the animations that i made previously were all weird (but in reality they were correct if the orientations of the joints in the TPose would have stayed at 0pitch,0yaw,0roll)

Similar thing when trying to merge an existing skeleton/rigg (from a motion capture app) to my own skeleton/rigg : the orientations of the joints in the TPose were not the same, so the animation poses ended up weird !
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Offline Derron

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Re: Maze Raider - The aMAZEing code a game comp entry
« Reply #107 on: October 21, 2018, 02:53:14 PM »
If there is interest I would upload a new version under an other Download link - so you can walk through the game in 3rd person (very buggy - which is why I disabled it) and a "follow player from bird perspective" mode.


bye
Ron

Offline Derron

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Re: Maze Raider - The aMAZEing code a game comp entry
« Reply #108 on: October 21, 2018, 03:08:56 PM »
Here is an extra download:
- exposed camera modes via "c" (attention: 3rd person mode is pretty buggy controlwise)
- reduced volume of music even more (hope it is better now)
- fixed an issue with UV layouts of certain walls (they were not textured properly)
- fixed (hopefully) the animation issue (borked up vertices on the adventurers mesh)



Downloads (extra, so competition-downloads stay on old version):
https://www.gamezworld.de/files/mazeraider/Maze_Raider_v0.8.4.Linux64.7z
https://www.gamezworld.de/files/mazeraider/Maze_Raider_v0.8.4.MacOSX.zip
https://www.gamezworld.de/files/mazeraider/Maze_Raider_v0.8.4.Win32.7z
https://www.gamezworld.de/files/mazeraider/Maze_Raider_v0.8.4.Win64.7z



Offline 3DzForMe

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Re: Maze Raider - The aMAZEing code a game comp entry
« Reply #109 on: October 23, 2018, 08:12:40 AM »
Derron,

As suspected I did download the Win32 version. Upon looking where the executable was stored, for whatever reason,  double clicking the executable failed to result in any UI being presented, I tried it 3 times last night and even double clicked the .pck file, although suspecting that also wouldn't work.

Double clicking the executable this morning, after a restart, it worked. Good looking game, sound is also well done, congratulations on your entry.
happy coding ;)

Offline Derron

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Re: Maze Raider - The aMAZEing code a game comp entry
« Reply #110 on: October 23, 2018, 09:36:18 AM »
Thanks.

Hope other games got your further attention too (as said, giving votes with judging certain games only by a screenshot might be a bit unfair for the authors of these games). Giving feedback (positive, negative, ...) or reporting bugs will help us all for further games (to make them more compatible, less bug-containing, ...)


bye
Ron

Offline 3DzForMe

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Re: Maze Raider - The aMAZEing code a game comp entry
« Reply #111 on: October 23, 2018, 10:38:07 AM »
Yep, all the games got my attention, I fully appreciate the coding mountains that have to be climbed to achieve even my paltry entries in some of the previous competitions. Everyone that submitted an entry has achieved so much in their own right. The ones that got my votes yesterday raised a smile when playing for different reasons, when your entry ran this morning, I was very impressed with the UI and gameplay. It's just unfortunate (for whatever reason), it didn't run last night. The nuances of PC's, that's what makes completing something as an indie so rewarding, when they work. For your info, I'd to kill the three exes I'd tried to run via task manager last night. There was no Admin rights required to run the executable this morning, it just worked.
happy coding ;)