marchingcubes Posted February 17, 2015 Author Share Posted February 17, 2015 Yeah the multiple footstep sounds is definitely something that would make the experience better, and the current 'lame beaver' footsteps sound is not exactly good anyways. Quote Link to comment Share on other sites More sharing options...
marchingcubes Posted February 21, 2015 Author Share Posted February 21, 2015 Been busy working on filling out the terrain and making zones for the levels 3 Quote Link to comment Share on other sites More sharing options...
lxFirebal69xl Posted February 21, 2015 Share Posted February 21, 2015 Been busy working on filling out the terrain and making zones for the levels Coming along nicely Quote Link to comment Share on other sites More sharing options...
AnthonyPython Posted February 21, 2015 Share Posted February 21, 2015 Been busy working on filling out the terrain and making zones for the levels Indeed is it looking good Quote OS: Windows 10 Pro CPU: i3-10100 CPU @ 3.60GHz GPU: NVIDIA 2060 Super - 8 GB RAM: 32 GB Link to comment Share on other sites More sharing options...
marchingcubes Posted February 24, 2015 Author Share Posted February 24, 2015 Heres another progress video: http://marchingcubes.com/beaver12.mp4 This one shows the 3 'levels' - exploration, crows/pinecones, bear/lake. Quote Link to comment Share on other sites More sharing options...
Thirsty Panther Posted February 24, 2015 Share Posted February 24, 2015 Nice work cubes. What's causing the mountain to turn to water? Glitch? Good to see the fish back. They look great. You could just release that as one of those virtual fish tanks What happens at the end? Does the bear win? Quote Link to comment Share on other sites More sharing options...
marchingcubes Posted February 24, 2015 Author Share Posted February 24, 2015 I'm not sure what you mean by 'the mountain to turn to water'? Possibly thats where the camera dips below/into the terrain - I need to fix that.. but currently just an artifact of the way the camera is positioned relative to the player. I already have to raycast to keep the beaver's tail mostly clear of the ground, so I guess I will do something similar for the camera. 1 Quote Link to comment Share on other sites More sharing options...
AggrorJorn Posted February 24, 2015 Share Posted February 24, 2015 Those are some viscous eagles. Nice work! Quote Link to comment Share on other sites More sharing options...
xtom Posted February 24, 2015 Share Posted February 24, 2015 Looking good. I didn't see any jumping, I think some jumping would add some extra fun to the movement. I wonder do beavers even jump? Quote Check out my games: One More Day / Halloween Pumpkin Run Link to comment Share on other sites More sharing options...
Josh Posted February 24, 2015 Share Posted February 24, 2015 The answer is yes, sort of: Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
AnthonyPython Posted February 24, 2015 Share Posted February 24, 2015 The answer is yes, sort of: Falling with style! Quote OS: Windows 10 Pro CPU: i3-10100 CPU @ 3.60GHz GPU: NVIDIA 2060 Super - 8 GB RAM: 32 GB Link to comment Share on other sites More sharing options...
marchingcubes Posted February 24, 2015 Author Share Posted February 24, 2015 Jumping isn't currently implemented.. will probably put it in at some point. Possibly in the next round of animation work I do. Even for a limited-scope demo like this there is so much work to do, in so many different areas that keeping a priority list and staying focused on what is most needed for a playable experience rather than getting distracted by a million 'nice-to-haves' is necessary. soundscape/soundtrack, for example, is higher up the list than additional character actions 1 Quote Link to comment Share on other sites More sharing options...
gamecreator Posted February 24, 2015 Share Posted February 24, 2015 I'm curious: do you have a way of telling when something like the beaver is under water? I know somehow the shader can tell but I don't see a Leadwerks command for it. Quote Link to comment Share on other sites More sharing options...
shadmar Posted February 24, 2015 Share Posted February 24, 2015 World:GetWaterHeight() 1 Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
marchingcubes Posted February 24, 2015 Author Share Posted February 24, 2015 As shadmar says, the water height is a world attribute, currently i turn on my water post effect when the camera's global Y is below the water height. As far as detecting when the beaver is actually in the water for the purposes of triggering the swim animation (which is not currently hooked up in the latest vids) I use a piece of geometry conforming to the river/lake area which if the beaver is 'inside of', he will swim, and if outside, he will walk. This invisible 'water area' also serves as a navigation barrier for the bear, and can be used to confine the fishes' swim area. 1 Quote Link to comment Share on other sites More sharing options...
gamecreator Posted February 24, 2015 Share Posted February 24, 2015 Ah, I forgot that the water plane is endless. Quote Link to comment Share on other sites More sharing options...
marchingcubes Posted June 10, 2015 Author Share Posted June 10, 2015 So, after a couple of months of inactivity due to various life issues, I am back working on this project. What did I miss? Quote Link to comment Share on other sites More sharing options...
Thirsty Panther Posted June 10, 2015 Share Posted June 10, 2015 Best dust off your beaver Marching and get him ready for the Summer Games Tournament. Carve and hollow of csg brushes, new tutorial section and some changes to the physics are recent improvements. Check out Josh's blog for more detail. Good to have you back. Quote Link to comment Share on other sites More sharing options...
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