Maze Raider - The aMAZEing code a game comp entry

Started by Derron, September 02, 2018, 13:45:09

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Derron

Yes, dev-silenced the audio ;-)

@ fade
Yes - I can disable that - actually will do that when I brought the older one to the kindergarten (in 5 minutes)


@ reset crash
Yes - I assume this is a "previously freed bla" error - something wasn't cleaned up in time (while of course I have a function doing exactly that when removing something from the "layer object maps").


bye
Ron

Derron

Upped v0.8.2

- "ToFade()" skips starting a new fade if current fade-to-scene and new-scene differ
- re-enabled music/sfx which I switched off during adding of fixes in v0.8.1 (wanted to listen to other music meanwhile ;-))

Same links as above. Thanks to you bug reporters.


@ Qube
Hmm, I reset the level now about 60 times in a row without a crash. Thanks to low loading times this is not that bad.


bye
Ron

Xerra

So far when playing it I've not had any further problems. Good job, Derron.
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Derron

In reply to Steve Elliots post:
https://www.syntaxbomb.com/index.php/topic,4971.msg20175.html#msg20175


Yes, music should be "in the background" - and initially I had it cut to a total of "40%" (now it is at 80%). For a "after compo" game I could add some more options to adjust it - but I am not sure if someone is really playing it any longer than the competition time. Life span for a such compo games here is ... pretty short. It is almost a "fire and forget" thing (which is often a pity).

On the other hand any improvement "GUI wise" (options dialogues etc) can help speeding up other projects done in Godot - which I for now doubt to do in the near future (but you never know ...).

BTW I prepared some more SFX (when punching the mummies with your torch etc.) but hey, I kept them where the other extra tiles (vanishing ground ... so hurry up to not fall down, shooting spikes from the walls ...) wait for a potential further game development.

----

I just found something little to fix:
- start menu font of the "version text" was incorrectly using a bitmap font instead of a normal text font and so it cut version string
- SFX nearly not recognizeable because of too loud music, decreased music volume by 25% (60% instead of 80%)

Downloadlinks kept the same.


bye
Ron

Steve Elliott

Quote
Yes, music should be "in the background" - and initially I had it cut to a total of "40%" (now it is at 80%).

80% is madness.  Watch any film, it's always subtle.  The sound effects are crisp and loud, the music simply enhances.
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Derron

80% of the "non normalized audio" (I was not sure if I was allowed to edit the "playonloops.com"-audio). So it might be less than "80%".

As said - I cannot make it configurable for now but as one stated I had it less loud in a prior version I at least cut it down a bit again - seeing it as a fix (not a _show_-stopper but a _listen-to_-stopper ;-)).



bye
Ron

Steve Elliott

Perhaps deafening a user can be considered a bug?   ;)
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therevills

Love the splash screen, wished the main game had a isometric closer view to really see the fine detail you created on your models!

Attach is a screenshot when zooming in and it looks like Godot has messed with your Indie model :(

What is your work flow for creating your graphics?

Derron

#98
@ messed model
This is what I described in one of my posts - I exported it correctly but hmm, somehow it messes it up sometimes.

Another annoyance is: if you set up the "AnimationPlayer"-animations within Godot it does not "reset" afterwards. So if you played your animation "once" to check it out, it stays at the end position even if the animation is not set to be "played already".


I now checked if the default pose is correct on load - and it seems ok. I just notified that Godot seems to has issues with non-manifold models (no models not being "closed" everywhere). While Blender renders without issues Godot seems to run into some trouble (see the orange lines peek through?):



Now let it play the "stand" animation, which does nothing more than keyframing the above default position:

Hey, does not look "defaultish" anymore.


I think Godot has issues either importing - or its Blender exporter has issues on exporting - IK animations. I just saw that for the fingers only the middle finger has a whole key-frame set while index-finger and the likes only have a "start and end" keyframe. Think that might be a bug worthy to report to Godot.

Please excuse this annoyancy - it's my fault to not have recognized that earlier.


@ workflow
I model, paint, ... them all in Blender. I then export single "selections" ("scenes" are not useful for a manual-tilemap-approach) via either "godot-exporter" (.escn files) or "better collada exporter" (.dae files). The "godot-exporter" had issues exporting my animations (in other words: the "animation player" contained no animations or export failed at all). The .dae files contained all my animations. For material see below.
Once the file was exported I either "doubleclicked" on them in Godot and created an inherited scene - which I then saved ("unit.item.collectible.tscn" or so) and added a script for its behaviour. Another option is to have a scene already (eg. with a "root node" and an "offset node" - so you can move stuff without the entity leaving its "grid position" - imagine a little bug walking around on a tile programmatically not via a ready-made-animation. I use it for the "get spiked = jump"-animation) - another option is to link to such an existing node. You click the "second icon" next to the "+" and then select the existing .escn-file and there the base+child-node you are interested in.
Sometimes Godot is capable to use the material you set up in Blender (while "mesh - material" stays at "null" then ... odd!) and sometimes it does not do that and you have to select the mesh and open the material - and drop a saved material file on it (I saved the "wall tile" material in a file so all walls can share the same texture intance, material setup etc - only UV setup is individual).
The textures were copied separately/manually to Godot by me - there should be some automatic but it did not work in all cases (think material name issues).


bye
Ron

Derron

I tried various "IK to FK"-addons which want to auto-handle this issue but hmm, seems they all have different issues - the first one lead to "no animations but one", the second did nothing - and the third (manual way - baking animations step by step) had similar issues: if you did not animate a bone (so it stays at "default") then things really rely on the start position Godot assumes.

Also I am not sure why having some animations in it leads to a ".dae"-file growing from 2.8MB ("only the idle animation") to 7.8MB (all animations). I mean, it is only a set of transformations...


Will try more after noon.

bye
Ron

Steve Elliott

#100
Quote
Love the splash screen, wished the main game had a isometric closer view to really see the fine detail you created on your models!

Yes totally agree.  There's some really nice graphics here that kinda get lost because the camera is so far away from the action!  But you did allow camera movement keys so that makes up for it in some way.

A very nice little game.
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Derron

Hmm ... tried for 90 minutes now:
It seems the exporter addons somehow try to bake "IK to FK" already - still they fail.

I removed all other animations (same rig as the mummy, so no "awake" is needed).
I created multiple a test animations in Blender:
var 1 - keyframed all "IK" bones at frame 0 and then only the adjusted ones -> still "ugly"
var 2 - keyframed all bones (IK and FK) at frame 0 and then only the adjusted ones  -> same result

When it initially loads, the pose in which it got exported is used - right. But as soon as I select _one_ of the animations, it borks up:


I have no clue why this happening - and I seem to trash my spare time instead of using it for something "useful" :(


bye
Ron

RemiD

#102
@Derron>>the models look nice, but why make them so detailed when the camera is so far ?


About animations, how do you make them, do you make the poses with your body and then try to recreate them in the animation tool ? (i have my own method, but i am curious)

RemiD

#103
@Derron>>about your issues with joints and animation poses, i already have seen a similar issue :

a skeleton/rigg is made of joints ("bones")
in an animation software, you have 2 modes :
one to create the skeleton/rigg with joints (the Tpose)
one to create the animation with poses

the thing to keep in mind is that the orientation (pitch, yaw ,roll) of a joint in the TPose (on the skeleton/rigg) is not necessarily 0,0,0 (because you may have rotated it by mistake or because the rigger/animater/exporter did that)
it often happens when you try to merge existing animations exported from one software to another or from one character to another.

so if the initial orientations of the joints (in TPose) are not 0,0,0 , then when it is animated, it looks weird...
same thing with the initial scale / animation scale of the joints

therevills

Quote from: Derron on October 20, 2018, 07:04:16
Another annoyance is: if you set up the "AnimationPlayer"-animations within Godot it does not "reset" afterwards. So if you played your animation "once" to check it out, it stays at the end position even if the animation is not set to be "played already".

Yep, I got that many times in 2D too! I was fading out the dead and had left the animation at the end of the fade so you couldnt see the sprite, started the game and couldnt see any of my sprites!

Quote@ workflow
I model, paint, ... them all in Blender.
Wow, all in Blender - its been a while since I looked at Blender, could never get the hang of it.