My 3D adventure fighting game

direct link

game running in upbge on demo map with some hysterical material settings :cold_face:

3 Likes

climbing is very important but i need to know how do you guys make that ? Im ending with a glitch on a frame . Help ?

working on creating a super template with no dynamic physics so far. Pure arcade style. Sorry for damn OBS recorder glitch at the end. In this video, i just demo the collisions of some parkour objects to redefine a running action

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Fast run. Easy to play

ladders, bar swing. I didn’t rig my animations to them yet

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“Almost” done the adaptive collision system. Here below, the character will automatically jump over the fence in the good direction regarding the hitPoint and not the world coordinates of the object. (still have to modify the animations)

Stairs , ladders, barrier, beam , elevator , wall borders , doors. The 7 static building objects you will collide with.

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Automatic-action-collision for elevation and its border. No special button to push. The stance matters. For exemple, no flip on wall if character is simply walking, no slow-down jump from the wall if character is running

switching to fps mode.

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Starting to slowly work on the fighting aspect of the game :slight_smile: That was my main error during many months… i started to think about complex combat system while i didnt had built my basic game system . so that’s why i felt i was never going ahead in my project asthe state of my game developpement was roofing as a simple 3D viewer . ." press that button to make cool kick " .

I’m interested about a community project around making a template/started kit because so many people like to perform into making top-scripts but they never though about simple things like motion sequences, utility of action layers in a combat system, how ennemies must face, or even something like managing multiple collsions or the algorithmic around activating-deactivating collisions regarding how the character needs to interact with them.

Also, it’s funny when you recall that dodging is an element of the fight … Here, below :

move + mouse over (+ennemy launches attack ?) ~ a dodge movement. Still looks bad, will work on it.

2 Likes

just using my old combat moves (not mixamo) and see the result with the dodging moves. Everthing has to be tuned, so it looks a bit messy. I know exactly what im doing … but mixamo combat moves were mocap on an old man ? They have no energy and they are not linked… (dont share the same starting and ending frame)

if anyone has a full set of boxing move animation (like Unreal/Unity animation pack) … would help me much !

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i want to know why some objects seem to glitch on X-ray mode sometimes. Help ?

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@blenderaptor
I bet it’s this :arrow_down:

Polygon Normals set to face the WRONG WAY.

@blenderaptor

Yes I did mean that :slightly_frowning_face:

[ NEW SOLUTION ]
Does the MATERIAL on the glitching OBJECTS have Z_Offset set other then 0.0 (?)

@blenderaptor

Strangly enough, it DOESN’T matter if it’s greyed out or not for that certain button (so it’s ALWAYS on)

Yay! :slightly_smiling_face:

[ REQUEST ]
Could you perhaps upload the BLEND file (?)

Also 1 other thing that could be un-hiding stuff is maybe MATERIAL Transparency (MASK)
Do any of those MATERIALS have Transparency on (?)

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now my character body tracks the camera’s target

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3 animation layers in activity. Game runs 60fps in 1920x1080 full screen (because no pulse mode ?)

@RandomPerson ,i’ll be glad to see a message below.

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@blenderaptor

1st of all.
Is this a trick (?)

2nd of all.
What is your question exactly even (??)

:blush: I am to please.

here below, just showing that each object (those you can carry) will run on the 3th layer animation :

  • for picking up
  • using
  • throwing away

adding an usable object in the game will requires to define 3 proprieties indexing their respective animation. (Animation shown above is temporary crap, it has to be done properly :wink: )

Other objects I could add :

  • baseball stick
  • knife
  • uzi, pistol, sniper gun

I think, that a 4th animation should be required. Make the object you carry interact with the object you targeting : exemple , you carry a key, if you target a door, the animation will be an attempt to un-lock. Otherwise, by default, the key will just dropped on the floor

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Here, Dijkstra algorithm to find dynamicaly shortest path to a destination . Your npc can reach a point then a new destination is computed

2 Likes

@blenderaptor

Nice. Keep up the good work :slightly_smiling_face: :+1:

I’m curious. Are you planning to put grabbing in your game (?)

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yes, my character can grab and throw objects. It will be possible with npc too .

1 Like