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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 ).
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.)
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!
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?
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.
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.
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.
Welcome back to another magically entrancing issue of the Kristala dev blog. Stay tuned to the Kristala dev blog—and to all our socials—to learn how you can get exclusive, behind-the-scenes access into Harold's entire, step-by-step process. Hello, faithful feline-lovin' friends and fantasy aficionados! 3D Environmental Design.
When doing character animations, specially characters with hundreds of thousands of animation frames (like Cuphead ), using an atlas will not give any increase in performance (as only one frame is drawn at the same time). Region takes up more space, but allows drawing only parts of the image, clipping it, etc. Optimizing Memory.
It gets worse with animations, too. The animation skeleton doesn’t change when you make adjustments to the body, so significant changes to the mesh (bulky armor, oversized body parts, etc.) can cause self-clipping and other graphical weirdness.
x is that, several times, sprites are separated in many nodes in order to be animated or assembled. 2D Masking / Clipping. branch, this will be doable in a much easier way, thanks to the "clip children" property in the visibility section. This has been added for 4.0 thanks to the new DirectionalLight2D node.
Motion matching is one of the latest features in game animation which is quite revolutionary. Usually, setting up a basic animation system needs a lot of work and time. The class has options for looping and shuffling the clips, and can take up to 64 clips. Even after that, we barely manage to make a perfect one.
with the new GDScript 2.0), but after discussing with the Godot devs and contributors ( godot-proposals#993 ) the plan was changed to implement it with comments. IK can be used to adjust already made animations, add secondary or complementary motion to existing animations, or even to make completely procedurally animated characters.
Hello, and welcome back to another issue of the Kristala game dev blog! Stay tuned at the end of this dev blog to get a peek at all the progress we've made on Kristala in the last 12 months. But first, let's dive into what the dev team has been up to over the course of the last sprint. 3D Asset Design. Level Design.
Animations still play, sound still plays, UI still updates, timers may still tick down, but the game will not respond to any player input. Maybe thats because the world geometry has put them into a perpetually-falling state so they dont have any control, or because theyve somehow clipped into a part of the level that should not be accessible.
Welcome back to the newest issue of the Kristala Dev Blog, a monthly compilation chronicling all the magic and mystery the Astral Clocktower Studios dev team puts into indie ARPG Kristala every development sprint. Stay tuned for updates in future Kristala dev blog issues. We can't wait to see what else he has in store.
Welcome back to ACS headquarters for another rousing installment of the Kristala game dev blog. We can't say too much just yet, but you're definitely gonna wanna tune into next month's dev blog to see how ACS kicks development into high gear. Stay tuned to next month's dev blog issue for a look at the finished piece!
Welcome back to another exciting issue of the Kristala Dev blog. Here's how it works: each month, we share all the progress every branch of development has made as they collectively work towards completing Kristala's vertical slice—from stunning concept art and 3D models to custom animations, level design, and everything in between.
You're currently tuned in to the official Kristala Dev Blog, a monthly compilation of all the development done on our first game, Kristala: a Dark Fantasy ARPG created by women-owned indie game studio, Astral Clocktower Studios (hey, that's us!). Kristala Official Gameplay Trailer.
We're so happy you're joining us for another epically magical installment of the Kristala Dev Blog! This is the place where we break down all aspects of development for 3D Dark Fantasy ARPG Kristala—an indie game in developed by the wildly talented dev team behind women-owned indie games studio, Astral Clocktower Studios.
Ladders are another common game feature that tend to cause all sorts of animation and game state problems. While in this state, player input is typically taken away from the player and a mounting transition animation occurs. On The Ladder, when a character can loop through climbing up or down animation cycle to move.
Welcome back to the Kristala dev blog! We know we've promised you bi-weekly dev blogs, but in truth, there's been a lot happening lately here at ACS headquarters. We know we've promised you bi-weekly dev blogs, but in truth, there's been a lot happening lately here at ACS headquarters. We're happy you're here. We promise. ;).
Ladders are another common game feature that tend to cause all sorts of animation and game state problems. While in this state, player input is typically taken away from the player and a mounting transition animation occurs. On The Ladder, when a character can loop through climbing up or down animation cycle to move.
Ladders are another common game feature that tend to cause all sorts of animation and game state problems. While in this state, player input is typically taken away from the player and a mounting transition animation occurs. On The Ladder, when a character can loop through climbing up or down animation cycle to move.
Their job is to choose the clearest, highest-quality words they can assemble, and (usually) give them to other devs to be put into the game. This is a clip of the Heider-Simmel animation. How can I get this NPC to convey a specific emotion if I don’t have that specific animation in my toolbox?
As in Skyrim, my animations are charmingly janky, with penises occasionally clipping through eyes and noses, or even through the back of the skull entirely. Here I'm inspired by Skyrim sex mods and literally depict a plain blowjob, a glory hole blowjob, and a rare face-f **g on a leather posing horse.
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