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Megan Fox
Megan Fox

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(poll) Which of these things interests folks more?

So! I've kinda dug deep on a couple of things lately, and I'm also migrating old code over from old project to new- which means I'm doing a lot of "oh god why did past-me do it that way" and refining my opinions on everything from animation-driven player movement to how hitboxes et al work.

SO! Before I pick one of these, do folks got preferences?

Relevant terms/explainers

"What's an animation rig?" this thing. The process of "rigging" is the process by which you make and position all of these little controls and glowing spheres and stuff, which your animator then uses to move your guy around. In this case, if I grabbed the orange hexagon around the middle, I'd move the entire body EXCEPT the legs, which makes it really easy to rough out posture in a way that'd be a nightmare if I was having to position every single bone. Stuff like that!

 

"What do you mean by damage traces"

What you see is you play an attack animation and it hits a guy. Invisibly, it's doing physical traces or making invisible boxes or etc during that attack animation, and using those to figure out what you hit. That stuff! I have extremely-different opinions on how that whole thing should work. Simpler ones. I radically over-complicated it.

"What do you mean about iframes and guardframes and cancels and-"

This is just the meat and potatoes of fighting games. iframes refer to points in an attack where you're invulvernable, guardframes refers to the act of guarding/blocking, cancels are points in an attack animation where you can end the animation early with a particular button press, etc. I'm not sure I've ever gone super deep on this topic, but lately I've had to look more into guarding / armor / armorbreaks in particular so I can explain that a bit better now.

"Movement with fake gravity?"

Ever wondered how Metroid Prime has such an assertive, heavy gravity when moving around but you're still able to do long precise easy to control jumps? This is how.

"Adding ticks?"

So this is, specifically, useful for making your own debug visualizations in Unreal that appear when in editor, rather than nothing showing up until you start the game or run PIE. This can also be used to forcibly animate things in-editor, like say you've got a fan and want the blades to spin even when not in play mode.

So that's that

Anyways, vote away! Multiple choices are allowed, just pick the ones you like. Got a week to tally up results, so no rush. If nobody picks anything, I shall pick, and I can more or less promise it'll be the nerdiest one because I am, ultimately, a nerd.

Comments

Neat! So folks want Fake Gravity or ControlRig. Dunno which I'll do first but, yeah, sure, Both! Both is good.

Megan Fox


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