Animation: Sucks so much.

Another simple card

I don’t know how anything is animated without motion capture. Rigging itself looks like an art, I just went through some leg rigging tutorials and came across some crazy face rigs. I hear some people are playing around with the Kinect to get some motion capture done, but I’m not to fond of the idea of buying it.

Spent most of the time I wasn’t in class today cleaning up some of the trig problems in my code. I had the boss start out at the origin (0,0,0) and things were fine until I realized some of my methods didn’t work correctly when the source of the bullets weren’t at (0,0,0). Another problem was that radial player movement around the origin wasn’t completely working either, but that was easy to sort out.

I’m sort of worried about the number of bullets. I haven’t put anything that removes the bullets that are too far away from the scene, but so far I haven’t dipped below 55 FPS with several hundreds of bullets still in view. I guess it’ll be fine, as long as I wipe them in between cards or something.

Leaning forward

The greater part of my free time today was spent on trying to animate the models. Every time I animate something I end up throwing it all out because I don’t like how it turns out. I’m keeping what I made for now, though; 5 simple 31 frame loops for stationary, and four directions for movement. For intermediate directions I’ll just rotate the model. I’m using with JMonkeyEngine, (http://www.jmonkeyengine.com/) and there’s something really confusing going on with handling animations. It’s probably because up until now I haven’t bothered looking into what happens outside of my own code. The result is that I can get a test program running with all of the animations playing properly and bound to keys, but I can’t paste the exact same code into the game, somehow. Hopefully I’ll get it fixed tomorrow.


Character models for an STG derivative game.

The two that are going to be in the demo, if there is one


Slowly chugging away on my 3D IN clone, I still have all placeholder graphics, but I’ll get there… eventually. I’m going to stop working on bullet patterns and try to put out more art for the game. Looking at floating grids on grids can get disheartening, even with the bloom turned up.

Since this is the first post about it, I suppose I should explain the game idea here. The general idea is IN Extra stage but reversed. The player character is 藤原 妹紅, and you have to go through all of the teams from IN as bosses (博麗 霊夢/八雲 紫, 霧雨 魔理沙/アリス・マーガトロイド, 十六夜 咲夜/レミリア・スカーレット, 魂魄 妖夢/西行寺 幽々子).

It’s really just an exercise in making games, so I’m not really that interested in the art, music, or gameplay; the aim is to just have something that works. The stage is radial, with the boss at the center and the player character moving in a circle around the boss. You don’t shoot normal shots; you just graze until you fill a meter, which allows you to start a spellcard of your own.

Try recognizing that pattern

Character portrait