Remove Animation Remove Clipping Remove Dev
article thumbnail

Dev snapshot: Godot 4.4 beta 3

Mircosoft Game Dev

Animation: Fix incomplete FPS spinbox display in sprite frames editor ( GH-101798 ). Rendering: 2D: Fix clip children and rendering artefacts ( GH-102161 ). With some further fixes like GH-102424 , GH-102497 , and GH-102477 , lightmap baking got a nice upgrade in this snapshot. Porting: Implement get_length() for pipes ( GH-102365 ).

Beta 77
article thumbnail

How do paired animations work? Like I’ve heard that even getting to characters to pass an apple can be tough, so how do games manage to make throws and grapples and stuff look good/right?

Ask a Game Dev

Each participant in a synchronized animation acts using angles and positioning relative to some common point and performs all actions within a specific space around that common point. the ground is flat, there's enough space, there are no objects to clip through, etc.)

Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

Trending Sources

article thumbnail

The Kristala Dev Blog - Issue #35

Astral Clock Tower Studios

Thanks for joining us for another exciting and epic issue of the Kristala Dev Blog. The dev blog is where we share all the behind-the-scenes dev action for Kristala, a 3D Dark Fantasy ARPG developed by the incredibly talented team at women-owned indie game studio, Astral Clocktower Studios. Greetings, beautiful beings!

Dev 52
article thumbnail

Question for the Cocos Creator Devs

Cocos

Hey wonderful folks on the Cocos Dev Team! Also, I’ve been toying around with the animation tool’s “embedded player”… I realize it’s still experimental feature, but it got me thinking… is there a way that we can preview a spine animation in editor without having to manually playtest the game?

Dev 40
article thumbnail

The Kristala Dev Blog - Issue #17

Astral Clock Tower Studios

We're a little late dropping this-here new issue of the Kristala dev blog, but we promise we've got a good reason. WE ARE OFFICIALLY IN THE FINAL DEV CRUNCH FOR THE KRISTALA VERTICAL SLICE DEMO! Until that fateful day when Kristala is figuratively in your hands, you already know we'll be here sharing our dev process with you.

Dev 52
article thumbnail

The Kristala Dev Blog - Issue #32

Astral Clock Tower Studios

That's why we were super excited when we learned that this year's fifth-annual Play NYC convention would be held in person (with tons of awesome precautions in place to ensure all devs, speakers, and attendees were kept safe and healthy). link] Rigging / Animation.

Dev 52
article thumbnail

The Kristala Dev Blog - Issue #26

Astral Clock Tower Studios

Welcome back to another installment of the Kristala dev blog. Since we last met, we've been kicking dev for Kristala into high gear and we're super stoked to share everything we've been working on over the past month. In other programming news, we recently added a new Gameplay Programmer, Rodrigo, to our game dev team.

Dev 52