hypertensiongamedev: One thing I like about Blender is just…

hypertensiongamedev:

One thing I like about Blender is just how customizable it is. Here’s some add‑ons that I made that made my life easier when I’m making animations. I released all of these in MIT License so feel free to make use of them!

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ToggleGhostFrames.py: Re-assignable hotkey for toggling visibility of Ghost Frames for current Armature. By default it’s assigned to F. I use this to quickly see if the arc of my weapon swings look right. I got tired of having to use the GUI for this, cause it’s taking me out of the zone when I want to concentrate on the animating, so I made a hotkey for it.

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RestPoseToggle.py: Re-assignable hotkey for toggling between Rest and Pose Mode for selected Armature. By default it’s assigned to Shift-Q. This is just one of those things that I felt like having when I’m working on the rig.

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SelectedKeyframesLength.py: Show number of frames of selected keyframes. Info is displayed at the rightmost area of the Dopesheet Header. I use this to check how long my attack swings or recovery periods are, so when I’m making an attack combo where I want the swings to take the same time, I use this.


If you need help installing Blender add-ons, here’s a simple guide:
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  1. Open your User Preferences window
  2. Go to the Add-ons tab
  3. Click on the “Install from File…” button at the bottom and choose the file. It may be a .py file, or a .zip or .rar archive (you can select archives and Blender will extract it automatically for you).
  4. To see the new addons, you may need to view only the “Testing” level add-ons. Or you could search for it by name using the search textbox at that upper-left area.
  5. Once you find the add-on you want, click on their checkbox at the upper-right corner to enable them.
  6. Click on “Save User Settings” so that Blender remembers your enabled add-ons.

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Rewriting the engine in C++

Just checking in, as I haven’t posted anything in a few weeks, I’m currently in the middle of completely rewriting the game in C++ and it will likely be about a month or so still before visual progress resumes.

To make a long story short, some of you who’ve played the demos in the past may have noticed that the game occasionally stutters, freezing for a split second in the middle of gameplay. This is caused by a memory leak in the collision code for characters that I was putting off, having recently tried to fix it I realized there was no straight-forward way of fixing it without spending weeks studying Bullet and JNI just to get a single physics object to reset its state properly.

It had been my intention to rewrite the engine in C++ after the initial release as it’s the only way I’d consider doing any kind of multiplayer. While I’m still on the fence about whether I’ll actually add any network features, I was never going try doing it with LibGDX. As I’m now rewriting the whole thing anyway, I can plan around this future capability when I’m putting the game back together.

Stay tuned and have fun!

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Moirai, Interview and Indie Games Room

So I thought I’d post up a bit about a few things that have happened recently.

Firstly Moirai has been taken offline and is no longer available to download. You can read the community announcement here. Shaun Prescott from PC Gamer interviewed me about it and wrote a good piece.

Back in May I did an interview with Angelo Valdivia from Player Attack. We talked about Expand, Moirai and the Slaughterhouse.

And lastly, the Indie Games Room at AVCon was a few weeks ago. This was my fifth year involved in volunteering for the event. Monkeystack put together this short video from the room on Sunday which was pretty neat.

We were proud sponsors of @indiegamesroom at @TeamAVCon! Epic contributions from all- Congratulations on your 10th year! #gamedev #indiedev pic.twitter.com/R2lYoGiL0r

— Monkeystack (@Monkeystack) July 24, 2017

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june/july sketchbook dump

Here’s a assortment of pages from my recently finished June to July sketchbook, it’s a mix of observational + imagination drawings as usual. Sketching is where I feel the most free when making art, there’s something really exhilarating about using just lines. I don’t think ill ever grow tired of sketching with a 0.5 uniball pen. I fill up hundreds of pages like these but never feel like anyone online cares to see them, at least I can dump them here.













The post june/july sketchbook dump appeared first on Vela Noble.

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Crushy Bricks ahoy

Hey Tumblerinos,

Long time no speak, a fair amount has been happening here at Natty as per usual. We just released out latest and greatest game Crushy Bricks on iOS in conjunction with super awesome mobile games publisher Umbrella Games. 

Crushy is our most ambitious and largest project to date. It features 48 main challenges (levels) which are the primary focus of the game. Pass one level and progress through to the next. 

The most exciting part of this game isn’t the innovative level structure but the unique mechanic, users must swipe left or right to remove bricks from a stack. The remaining bricks fall to create matches of 3 normal or special bricks.

Without going on too long I recommend you check it out for a hilariously good  time. Link here https://itunes.apple.com/au/app/crushy-bricks/id1203545424?mt=8

We have plenty more games in the works so stay tuned on channel Natty (Twitter) for the latest.

~ Simon

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