|Submited on :||Fri, 17th of May 2019 - 00:55:55 AM|
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What's the gameplay ultimately going to be like?
Lots of punching, by the look of it :)
Did you use this asset by any chance ?
Not. In this asset, as I understand it, the animation and ragdoll mixing system is shown. I do not use any recorded animation
Can you share some tutorials that helped you develop this active ragdoll ?
Edit: woah just found it, thanks for sharing an example on github !
This looks hilarious, keep going with it!
At first I was like “oh this looks like a cute fun game” then I saw someone getting curb stomped and thought “well... definitely adding this to the wishlist”
Will it be multi player ?
At the moment it seemed to me that the split screen so far the most successful variant
this is so great. Looking better and better every time.
Thank you for following the development of the project!
Male character reminds me of Arthur Shelby, and I love it.
Please explain how you did the female's hair
For hair I used this https://github.com/keijiro/KvantWig
This is stupid and I want to pay you to continue. Where do I buy?
If you want to help develop a project, I will be very grateful if you support me in this difficult matter on Patreon https://www.patreon.com/user?u=19043128, since I am developing the game alone. Thanks you!
I code, so let me know if you want any help.
Do you know any solutions for several audio listeners? While I have not found this. I don’t want to give up 3D sound, I also use spatializer plugin by oculus
Good netcode, puzzles, and pvp mode....
and all my friends and I in Discord will buy this day 1 lol. I swear there's like 20 of us and a couple times a week we play shit like this so we're not as tilted from CS, OW, and RL ect. Active ragdoll games can be sooooo fun with friends.
Looking better and better each time I see it, multiplayer will definitely be where its at!
I've been tinkering with a similar system myself and have a question about your implementation. Does your code alter the joint target to achieve a goal rotation? I've found good results by fixing the target at its most contracted point, then only modifying the spring force to achieve the rotation goal, which I think it closer to how a muscle would work. To move the joint to a position the script applies a force (determined by the success of previous frames) which then reduces as the rotation approaches the goal, the benefit of this is it will automatically counteract any forces acting on it until it reaches its strength limit.
I have a feeling I might be over complicating the whole thing though, but it does let me get something exactly in the position I want without having to resort to huge force values to hold it, which I was never able to do with target setting. And I'll just clarify I do switch the target position to emulate an antagonistic pair of muscles, ie when the arm is extended the tricep is contracted and bicep is relaxed and vice versa. But that is just between the two open-closed positions.
Thank you my friend! I'm not sure that I understand you correctly (English is not my native language, I often use Google translator). Could you describe your question in a simpler form? Because Google translates sometimes very terrible :(
I'll try to simplify! I assume you use Unity's Configurable Joint with an Angular Drive using a Position Spring to move the ragdoll limbs around.
If you do, two ways I can see it working as you have shown in your videos would be either having a script mainly adjust the Target Rotation to set rotations of your choosing.
The second way would be setting the Target Rotation at the maximum rotation, then adjust the Position Spring incrementally. Certain values of Position Spring would appear as if they were stationary at a rotation of your choosing. This is similar to how an arm muscle might work in real life.
If you have tried both I'd like to hear your thoughts on the benefits of either approach!
Hopefully this was more understandable! I think some of the phrases unity uses might be hard for google translate, and the topic is a bit difficult to describe in general.
Have you seen my simple example that I posted earlier? https://drive.google.com/file/d/1EEDWAPQeStg4hLctVZsegZ8WosHgz_GV/view?usp=sharing It shows the general action's principle of the joints on the example of the legs. Everything else works on the same principle
That was brutal. It started off so cute and innocent and then devolved into beating the crap out of eachother. Looks like it could generate some funny moments. Is it sandbox or are there games/objectives?
While all the ways for the development of the game are open. I myself have not yet decided where it will go. But I hope the audience interested in the project will help find the right way :)
This game seems to be hilarious!
I’ve been following your dev for a while now; I cannot fathom ever creating something that I can be as proud of as this.
It’s so fucking polished. It looks so fun.
This is gonna take off man; here comes the money!
Holding hands, pushing the car... I got instant flashbacks from Little Big Planet. Really excited to see how this thing turns out!