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Hahaha, very cool. Adams Family would approve.

Nice!

This is awesome 😃 Reminds me somewhat of Medievil and, yeah, of course the Adams family. Still, very uniquely executed with its very own personality 😃

are the fingers itself with bones or meshed so that they can individually move? Thank you!

The fingers are diferents pieces with bones and meshes

11 Tage später

I always wondered - should the FX for punches be made inside spine? and if so is it better to do them traditionally step by step or animate them? I guess you did a mixture of both, such an amazing job, congrats!

@Erikari
That's up to whoever decides how the effects should be implemented in the game.
It also usually depends on whether the effects and the character/thing that caused them should move or behave independently or not. (eg, should one stop, when the other stops? should one stay where it is, when the other moves away?)

And beyond that, use whatever technique looks nice and fits in the game dev budget (time, money, memory, and any other technical budget).

Erikari schrieb

I always wondered - should the FX for punches be made inside spine? and if so is it better to do them traditionally step by step or animate them? I guess you did a mixture of both, such an amazing job, congrats!

We had/have a system which allows FX to be created through spine events. These FX can be made in spine. For instance, you have a fire punch, which leaves behind fire. The punch will fire an event which would create the Fire FX in game. Then inside the FireFX.spine the fire would be animated and create SmokeFX. It is/was a really nice system, and when your weapon and explosion system is spine driven too, it can create really neat mechanics.

Only downside of this is it is hard to preview. But as you can have multiple skeletons in one project, you can preview with some tweaking 🙂

Thanks to both! (I love you)
Yeah I guess having them separate would be good in most cases, in my first game using spine we did it the other way and they were ugly and always the same, also they ended up with attaching a lot of stuff to each character. I'll definitely want to try it next time a game requires FX of this kind!

Oh yeah. You're right, randomization is also a good reason to separate.
Even without variations, I always do a little bit of random offset position, scale and rotation on my effects especially if they happen a lot.

BRILLIANT!! Love the style!!!