Sunday, 30 October 2016
31/10/2016 Arm Sync Error
As you can see in the above gif,the arm is floating up for some strange reason.
This is not the fault of the scripts or animation but something else is involved.
I'm reinstalling unity to see if updating will help.
Thursday, 27 October 2016
Wednesday, 26 October 2016
27/10/10/2016 Arm Stretch Reanimation
This stretch animation did not reach far enough for the punch.
I reanimated it to go further,although it needed touch ups.
27/10/10/2016 Arm Stretch Reanimation
This stretch animation did not reach far enough for the punch.
I reanimated it to go further,although it needed touch ups.
Monday, 24 October 2016
25/10/2016 Exegesis Part 1
Currently reworking my exegesis in Indesign.
Synced arm with Idle Right.
Synced arm with Idle Left,however the layering isn't quite right and the arm could be slightly smaller to give depth.
Run does not seem to sync up at all still,despite being fine in the animator.
The arm goes completely off course once actually running.
Playing it in the animator is better somehow.
After animating the jumping and landing it does not sync up at all in game.
Thursday, 13 October 2016
Wednesday, 12 October 2016
Sunday, 9 October 2016
10/10/2016 Sprite Implementation, Exegesis
Spent time today bringing all the animation for the hand into Unity as well as the push animation for testing.
Also tried to set up a layout for the Critical and Contextual Frameworks section.
Noticed while testing that the hand can be bug abused to scale a wall with a small punch.
Thursday, 6 October 2016
07/10/2016 Hand Diagram
Today I worked on figuring out the specifics for the hand states needed for my animations to work accordingly.
I'm unsure where the Separates "floating rocks" and Arm Joint should go in the parenting animation wise.
Wednesday, 5 October 2016
05/10/2016 Sprite Sheets, Idle Animation Fixes.
The frame difference between each animation may look choppy so I will add further inbetweens if needed.
Added a sprite of the upper arm to test the movement and look of the rock hand in game.
Had to reanimate some the the idle as it included the arm I was separating from the body.
Sunday, 2 October 2016
03/10/2016 Playtesting, Sand Platforms Test, Reseach Poster
A bug where the punch flings the object and player when you turn and punch near an object.
Avatar hand does not flip sides in idle when the avatar does.
The hand could have weight/vertical settle to it when landing.
The hand follow orbits the max distance when it reaches it. This is unintended shaky movement from the follow.
The hand rotates around when standing, this isn't needed as it should flip by using the new animations
When jumping the hand can spin 360 degrees at times.
Sand Platforms Test:
The 2D crate does not work well with this new perpective,as expected.
The Platforms work as a whole but the hitboxes vary or pop the avatar up abit at times. I used box colliders but maybe there is an alternative that can be smoother between each other.I put the top of the colliders at the green line.
Crates have a lot of trouble with inclines,limiting their use to enclosed areas and flat planes.
Bronze has slight trouble with slope platforms, going back down she sometimes flies off for abit.
This platform perspective works well with walls,although the foot is clipping slightly so the collider may need to extend more.
Potential wall jump idea:
The player could punch a marked area (shown by cracks in the wall)
this could work to show it is wall jumpable and that someone else had been there before them or Bronze had done this before.
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