Hello everyone!
On this Boxing Day, we would like to deliver a late Christmas gift with best wishes to everyone around the community.
It is a little demonstration of animation used to develop Temiko, our girl in the world of Battle Splash. You can check the video below for more movements.
Here's a little more detailed images of Temiko's movement animations.
Hope you enjoy it and send us feedbacks for more improvements.
Stay tuned for more info in this page as well as our social media with the links below.
Steam Concept: Steamcommunity.com
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Twitter: Twitter.com
IndieDB: Indiedb.com
Website: Battlesplash.com
Dev blog: Battlesplash.com
Email: battlesplash@dranyastudio.com
Thank you for reading and Happy Holidays!
Good animation! Keep it up
Nod bad but i don't like the run animation.
Cool! I hope u can show more animation.
Walking is nice, I like her hands in that animation. The running lacks movement in her upper body, her arms and legs are fine but running that fast the rest of the body surely will move a lot.
You should also move the hair, at least when running. Fortunately this is not too hard, you already have used cloth on the skirt but you can also cloth on her hair. Of course you have to play around a bit and tweak it but the result will be worth it!
One question: do you have internal states for the player? Like a variable which you set aside from the animator variables? I am having a bit of trouble synchronizing these states with the animator because I don't know when a transition has ended etc. Would be interesting to see how you have implemented it.
Thanks for your comment as well as your feedback. As for your question, we'll post an article that specify more about development states and techniques in a near time soon. But can you explain more about your question about synchronizing because we don't quite get your point?
Thanks for the reply, I try to explain on a short example.
Lets say my player has two states, idle and running. The state is stored in a variable in a script and is independent of the animation/animator. In idle state I can do several things like pressing a button in the level etc.
If the player presses W he should run so I set the state to running and also set the animator variable by SetBool("run",true) and this triggers the running animation. Well, now the state and the animation are in sync.
When the player stops pressing W, I switch back to the state idle and also set the animator variable to false so the transition from the running to idle animation gets played.
Now the problem: DURING the transition, the player state is already idle. He can now do things like pressing a button. But the animation transition is not finished, the player is still stopping (although for a short amount of time). But the player could press a button in the level and the animation won't fit to that. Even worse if there would be an animation for button pressing, because that would never play because being in the transition the animator would not react to something like SetBool("press", true), because it would not be in the idle state and therefore has no use for the bool. When the player releases the key for pressing and the animator reaches the idle state AFTER that, no pressing animation would be played. Although you pressed the button and something will happen in the level.
In short: I would like to sync these two states so only if the animator in in idle again then the player should be in idle too.
I hope this explains a bit the dilemma, thanks for reading that much ;)
Well, currently I've transferred the problem situation to the dev team members so that they can solve it. I'll inform you via message in the nearest time.
Awesome, thanks man! Be sure of my comments on further updates for Battle Splash (I hope this notification thingy works...)