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Time for some more constructive criticism: you're in desperate need of speed values there. Your problem is that you seem to be using constant values for speed/acceleration, which is not correct and makes your characters look like they're skating on the floor. In order to parse them correctly, on frame 0 of an animation you read speed, store it somewhere, rotate and add to the position. From frame 1 on, you subtract the previous speed with the current one and keep on adding+rotating to the entity position.
Resident Evil: Behind the Mask twitter, also in Facebookian flavor for great justice.
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Originally posted by Gemini View PostTime for some more constructive criticism: you're in desperate need of speed values there. Your problem is that you seem to be using constant values for speed/acceleration, which is not correct and makes your characters look like they're skating on the floor. In order to parse them correctly, on frame 0 of an animation you read speed, store it somewhere, rotate and add to the position. From frame 1 on, you subtract the previous speed with the current one and keep on adding+rotating to the entity position.
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Originally posted by VirusPunk View PostTBH, I never really ever noticed it before, I had always assumed the speed was a constant value for each of the different conditions, but I guess I need to fire up 1.5 again and double check, or does your advise only pertain to the RE2 movement/animations?Last edited by Gemini; 09-20-2015, 07:16 AM.
Resident Evil: Behind the Mask twitter, also in Facebookian flavor for great justice.
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I rewrote the movement code to utilize the gamepad and PS1-esque controls, and improved the animation interpolation. It seems rewriting it to utilize gamepad controls improved the gliding effect a bit, and obviously the animation cross fading makes it look much better. Still some stuff that needs adding. Demonstrating biohazard_star's latest cruise ship hallway:
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Originally posted by VirusPunk View Post
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A couple suggestions: Psx games run @25 fps only on PAL consoles, otherwise it's 30 fps. For weapons, you need to increase the speed at which frames are interpolated . On regular animations it takes usually 8 frames, but for weapon aim changes it's only 4.Last edited by Gemini; 09-28-2015, 06:33 AM.
Resident Evil: Behind the Mask twitter, also in Facebookian flavor for great justice.
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Originally posted by Gemini View PostA couple suggestions: Psx games run @25 fps only on PAL consoles, otherwise it's 30 fps. For weapons, you need to increase the speed at which frames are interpolated . On regular animations it takes usually 8 frames, but for weapon aim changes it's only 4.
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Not bad for a design, kinda reminds me of the RE0 status menu. The real challenge with menus is the way you need to program them, most developers have issues with interfaces for some reason.
Resident Evil: Behind the Mask twitter, also in Facebookian flavor for great justice.
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