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Duion

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  1. As I said there are not that many animations needed, just run, idle, look up/down, it already covers most things, I did not use weapon animations I created the effect of firering the gun with smoke particles, light particles, sound effect and camera shake. Most difficult thing is deciding on a way and standard how you will do things, because if that is thought through well you can re-use a lot of stuff later like animations, but you can also retarget bones in blender to convert animations, but it is an extra step to work through.
  2. You need to face reality at some point and think about how to solve that problem instead of just ignoring it. The content or quality of your product almost does not matter at all according to my experiences, marketing/visibility is almost everything and nowadays you no longer get that by default. Yeah I was also linked in several lists, forums etc but that all combined for all time generated less customers than being on Steam front page on page 3 in some subcategory for a few hours. So you need to get visibility in some way on some mainstream platform, for example I first heard of Torque because a mainstream tech site made a short article Garagegames will open source Torque game engine because it went bankrupt, I thought there was just Quake, Unreal, Cry engine and Unity. So visibility is almost everything, content or quality does not matter you can fix that later, but you probably need a few thousand players first to find the issues with the game to begin with.
  3. @fLUnKnhaXYU No idea how that is related, my entire point was that you will not be discovered as an indie nowadays.
  4. The most impressive thing is rather him staying motivated considering the bad situation indie game developers are in since almost nobody gets any visibility now anymore on distribution platforms, in the Steam greenlight days it was almost a guarantee you will get some customers, if you release on Steam, now you get nothing. I don't follow the scene anymore that much, but I think my latest conclusion was that all indie multiplayer games ran out of players at some point, even Unreal Tournament by Epic Games.
  5. I deleted Github because it was broken since Microsoft bought it as well as some other stupid changes I did not like. Just download the game file, why even bother, you can also see it in action, which is also important otherwise you will have no idea what to do with those files if it does not work right away. Torque handles animations well though, the only difficult thing is to split the animations up into the different movement states while scenery objects just have an on/off switch for the ambient animation, if you import a playermodel as scenery object all the animations will just play in a loop after each other, the real problem you are dealing with is learning how to make 3D models with animations. If you are not making an open source game you can also just buy assets, the main reason I did everything from scratch was that my game was supposed to be fully open source and bought assets license are usually not compatible with that. But if your bought assets are not as you need, your problem starts from scratch as you have to fix it yourself.
  6. Forget 1st and 3rd person animations, it is too complicated and too stupid, it is from a time where the gun was glued into the screen and then people pretended it was first person while it was totally not. https://arambartholl.com/de/first-person-shooter/ Only possible problems I have noticed from not having dedicated 1st person animations is the head maybe getting in the way, the camera clipping into the body and not being able to perfectly align iron sights animations, but to solve that you could copy the 3rd person model and modify it like remove the head for example. You need to think for yourself and innovate a bit since there is no perfect way to do it, it depends on your project and how much work you are willing to do.
  7. It is not my opinion it is facts, the issues started right after Microsoft bought it, of course people that use some default chrome browser with all javascript, cookies, spyware, ads etc enabled then it actually may work, but this cannot be a solution to just accept them trying to bully everyone with alternative software away and that is not the only issue as I've said I had multiple friends report to me several other issues like not being able to download stuff from Github similar to this issue here probably also some others complained to me they cannot commit anything to Github or were shadowbanned by default and such stuff. It is not just some issue with me, but a whole lot of issues for various people. I deleted everything since I kept getting emails to add new verification bullshit and so on and the site never worked anyways, so why even deal with this nonsense, it is clearly a corporate takeover attempt and Microsoft is trying to destroy open source projects.
  8. Since Microsoft bought Github it stopped working for me in my browser and I had also many friends report to me them having various issues with Github since then, ideally you should move away from Github to a better platform since things will most certainly not get better in the future with Github.
  9. Duion

    Rad Alert

    That's rad.
  10. @Code_Man Wenn I did simplify the whole process a lot with the paintball player, he has only one weapon and one model for first and third person, the default setup assumes you make a first person and a third person model and animation for each weapon, but this was too much work for me. Advantages of using the same model in first person are its much more realistic as you have legs etc and your eyes follow what is happening for example when you call down you can see it actually happening from first person, I even made a breathing animation so if you pay close attention in first person you can see the character breathing as the view moves slightly up and down, downside I found so far is that the head may get in the way and iron sights animation will be problematic to line up perfectly also I have no idea yet how to make animations for different weapons. I animated the character in blender with the weapon in hand, then removed the weapon and then its added back in through the engine, but it looks stupid when the weapon is missing. So ideally you create a dummy melee "weapon" and then add a set of animations for rifles, one set for pistols etc since as an indie you do not have time to animate each weapon. Just look up the manual how things meant to be and then improvise, I also did that, the hardest thing in development is to decide how you develop it, since there are many approaches to the same problem. First you should make a player character in like makehuman and get it imported into Torque3D, then you give him an idle and run cycle animation and this already fits most situations, the run cycle is already one of the hardest possible animations since most others consist of just a few frames.
  11. Porting my game to Torque4 is too much work for me alone and I also have other things to do now. I should have left the player character more defaultish for reusability, but I had so much problems with the head and face that I chose to just put a helmet on him and let it that way.
  12. @fLUnKnhaXYU That is just the old content that was removed in the new version and is now added back, but its still the default soldier, that should have been removed like a decade ago, I remember when I was in the steering committee we were working on replacing all the assets, but then new people took over and threw it all away.
  13. Download Uebergame it is implemented there with all the scripts, or pull the text field in blender from the right open I marked at which frame what animation plays for the most part, enter that in shape editor. Animations sound more complicated than they actually are, some animations are just a few frames long, the most complex animation is the walk cycle and the reload animation, look in the animation editor it creates an entry point for each time a bone has changed and inbetween the engine just interpolates from one state to the other, for example I made a mistake for the up and down look animation it should be interpolated using a linear algorithm, I used something else since it was default in blender. Also read the Torque3D documentation about it and I also have the ultimate guide to Torque3D still uploaded the author allowed to share it for free, I bought it back in the day: http://duion.com/files/system/UGT3D.zip The most complicated part of player characters is deciding for a setup and way to do it, then you can extend, for example you should use the same skelleton and bone names otherwise you have to rename them every time or create a setup to copy animations over and with a different model they may not work well at all etc. So I created a default character in makehuman and kept the bones and modeled around it. One thing I still wanted to try and never got to it was exporting the individual animations as single files as it was done in the default template, I think you delete the meshes for that and just export the bones with the one animation and then point to that file in script for the animation. As said I would throw away the default soldier and weapon models, they are broken and the way they are done is too complicated for a beginner, it has separate models and animations for first person and third person and then each animation is done again for each movement pose like walk, run, sprint, duck, swim etc and thats a hell lot of work, I simplified it a lot by just having one model and one set of animations for all, so you could just place any weapon into the hands of the player and it will look somewhat right but the details will of course not match, as an indie developer you need to scale down your project in terms of effort needed.
  14. It is still up on https://duion.com/files/system/paintballer_beta_10.zip Its the whole blender setup and Torque3D setup, so this exports right into Torque3D, if you look at the right there is a grey window you can expand and I wrote down at what keyframes what animation plays, you enter those in Torque3D shape editor. You can also download Uebergame to see it fully implemented. It uses a makehuman skelleton so you should download that tool as well since you can export a fully rigged player character from there to work with, so no need to model anything, but expect some ugly glitches, one of the hardest parts was to turn the whole player model including skelleton to the positive Y axis which is what Torque3D needs without messing anything up. You need to watch tutorials for blender to do anything, just do not mess up the settings and finish one part after the other. And forget the soldier you do not learn anything using that.
  15. From my experience I can just tell you do yourself a favor and throw away the default soldier, it should have never been part of Torque3D, it was made to industry standards of the past and in 3dsmax which causes compatibility issues with open source software like blender. It took me two weeks of work to learn how to model, texture, animate and implement a player model and in the end I learned more and made more progress than dealing with the default soldier for months. I can give you my work files and tell you how its done if you want, if you have a real life and/or a job then I would probably calculate 2 months to get it done rather than 2 weeks, but depends on your skill level, a skilled artist probably can get a prototype done in a few days.
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