Thought the game was called “Load” until I clicked the image, make sure you put this against a dark background in the game.
Been working on various things.
First thing is the UI is starting to become… well… something at least. Just got done the basic Chat gui, and the health bars finally show health, still more to come though. Basically, I am trying to keep it as minimal as possible so gameplay is the main focus, instead of having cluttered UI everywhere.
Been working on the hangar UI as well, mainly working on getting customization added, and things like docking still need improving, but it works.
Most gameplay elements are less buggy now as well, improved a ton of internal things, and its becoming a playable game.
This is how worms are supposed to work, right?
This was an attempt at using Glue joints to optimize my worm script. The biggest problem that I had was that the segments behind the head liked to move faster than the head instead of lagging behind. Hopefully the new BallSocketConstraint will work better than this.
Good chance my music visualizer will get an update either tonight or tomorrow (probably tomorrow). Current state of my version of the visualizer (HTML, CSS, and JavaScript):
It is a lot more than I could have done with the class at the High School, where we only did HTML.
Are you exporting beat maps for a specific wavelength using audacity for the graph interpretation or how is that accomplished?
Uses fancy stuff in the AudioContext object in JavaScript.
It will be open sourced later. It will be done before my classes are over (next Wednesday).
Really neat. I feel like it could use a bit of variance though.
Oh yeah… i forgot i was working on something like that, looks cool tho.
i had all the files ready to be updated, then my PC went and died on me.
How’d you make the shockwave?
Kind of random for people who don’t use my animator (literally everyone but me) but now dragging the “StartTime” circle on keyframes doesn’t just move the entire keyframe, it moves it and resizes it to maintain the EndTime.
Also I completely redid how exporting/importing/reading/executing animations works and added in Camera manipulation (animation). Here’s an earlier draft of the M107a1 reload animation.
Also I rigged the new character models:
It feels a bit strange looking at legs that are wider than the torso. At least on that model. (just some random unimportant opinion)
We’re still experimenting with things so you may be right. I can try increasing the width of the lower torso to help compensate.
Also they seem pretty tall, not sure if it’s just me thought. Did you do math on that or just guessed?
Used my own body as measurements.
The ultimate act of narcacism?
I’ve always wanted to add camera manipulation interpolation into my animation editor but I’m too lazy. Now seeing how well it improves animations, I’m inspired to do it again
Hearing I inspired someone inspires me again. How productive.
It’s a positive feedback loop, which I am inspired by.
The sepia looks very nice!