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Resident Evil clone made in Unity Javascript teaser

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  • #16
    VirusPunk , Gemini = Is it possible to create a remake of the first alone in the dark, using the motor of resident evil, would it be fantastic if you/he/she is created?
    Last edited by blackpower; 09-01-2015, 09:40 AM.

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    • #17
      ^ I think the crude low bit rate artwork is part of it's charm just like Dragon Lair.

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      • #18


        This is just a test / proof of concept showing off a working cutscene for an opening of a boss battle with the tyrant and Wesker from RE: DS playable.

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        • #19
          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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          • #20
            Originally posted by Gemini View Post
            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.
            TBH, 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? Lot of the script has to be/is going to be rewritten, as there's quite a bit of flaws in the movement code ATM. When comparing it to 1.5 running, there was alot of "well oops, that isn't right" moments.

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            • #21
              Originally posted by VirusPunk View Post
              TBH, 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?
              It's not constant in any RE game. In 1 and 1.5 speed is mostly calculated with transformed coordinates of specific skeleton nodes; it calculates the difference in 3D space between two frames, calculates the difference and adds it to the current position [note: sometimes it adds some extra values along the way]. RE2 relies on the same trick in a few occasions, but generally it implements pre-baked speeds for optimization (matrix operations can be quite the strain on an old processor), while at other times speeds are used as a reference.
              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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              • #22
                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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                • #23
                  Hey Viruspunk, where did those bg come from? I know biohazard star made it however I never saw it posted.

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                  • #24
                    Originally posted by VirusPunk View Post
                    Looks way smoother now with interpolation between states, it's looking pretty solid so far.
                    The Resident Evil 3D Animation Showcase

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                    • #25


                      New video showing off a bit of new and rewritten old features.

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                      • #26
                        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.

                        Comment


                        • #27
                          Originally posted by Gemini View Post
                          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.
                          I'll change it to 30 FPS. Yeah, Bio pointed out how the knife interpolation is a bit slow, will definitely fix that.

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                          • #28
                            Mock-ups for the title screen and inventory. Character and item avatars are temporary, of course:

                            Seibu teh geimu?
                            ---

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                            • #29
                              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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                              • #30
                                ^That's because it is based on Zero N64's. I had originally wanted to follow Gaiden's inventory layout, but it leaves little room to wiggle around, especially if you want to implement some partner system options:

                                Seibu teh geimu?
                                ---

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