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wrayayrton
10-04-2016, 01:26 AM
https://www.youtube.com/watch?v=AjcOcX6VCE8

hopefully this is coming soon, still not finding much willing talent on the programming front however

wrayayrton
10-05-2016, 11:58 PM
heres some other footage of the tutorial level still have very little in engine, and nothing playable, but all rigs are export ready and most with almost every anim


https://www.youtube.com/watch?v=VTAsBb4g8gQ

wrayayrton
10-06-2016, 12:08 AM
https://www.youtube.com/watch?v=6Eo0fYVEJ7A

heres one more of a more complicated line. the original wray character (added hair to suit my new shagginess) has a lot more tricks to work with, plus some low versions

wrayayrton
10-06-2016, 12:15 AM
http://i.imgur.com/ftuZ2me.png
as you can see: all high tricks, and some low ones too.


https://www.youtube.com/watch?v=9UcdDrhxpJw
here's all the high ones rendered (I will be adding spinning tricks, impossibles, and a few nocomply-boneless moves, as well as specials like 540 flips and ghetto birds and shit. there will be no "spinning" in game, you can map 8 tricks per stance (ollie/nollie/switch/fakie) and a bigspin flip is different than a 360 flip 180. the trick-lines in the game last 30 seconds, tops, though so it's not like you'd ever be able to use all the tricks you mapped in one run. maybe in a race but you'd probably lose.

sorry for the post spam. I hope to see some comments on this. despite my lack of programmer and money, I still continue to crank out progress on this so that once the team is assembled, they wont ever have to wait on media.

wrayayrton
10-06-2016, 12:19 AM
okay last one:

here's my system for doing RPG-stats on tricks by using 1d animation blends. it is a problem stumping me.


https://www.youtube.com/watch?v=xbAZyAQrMZE

you get an idea of my system. height of ollie is controlled by physics, and length of animation is controlled by determining the airtime the character will have, but quality of animation will use that blendscale and based on a variable of how many successful times you've landed the trick, so once you first buy a trick, it will be more difficult, but as you land it more, it will get easier and cleaner and higher

BeatChemist
10-27-2016, 02:31 PM
Yooooooooo this is really cool!

Can't help you at all with coding or finding programmers. But I just wanted to chime in and say that the animations look really good. And it seems like the Unreal engine is going to work really well if you can figure out the glitches in the blended animations.

Keep at it! You're learning a lot of valuable skills doing this, even if the game never actually ends up happening.

noobtard07
02-14-2017, 09:50 AM
any updates on this? it was looking so good