I kept looking at the last video I posted and got really annoyed at how bad the animations of the patrol bot looked. This drove me to remake the animation rig for the patrol bot (to be much, much simpler) and I started making a control rig in unreal to push the animations there (see […]
Flashy Stuff feat. Loop
Flashbangs are working. I have the patrol bots hooked up to throw them based upon an enumeration (Which I dont like, I’d rather a subclass but I shot myself in the foot earlier on). I just hijacked the reload animation and basically said “if you’re a grenade bot, reload, and instead of throwing a mag […]
Some Texture Painting / Raspberry Pi fun
Attempted to add some color to the zapper I showed earlier. I’m not 100% enthusiastic about the job I did but I still like some of the ideas I have here. For the record this is how you setup a shader in blender for texture Paint: Essentially you make a shader that you like as […]
Zapperz
Not sure what this is but I think I might keep rolling and texture it to see where it can fit in to future projects. Other angles: The pole out the side is supposed to be the end of a baseball bat, the curve underneath I wanted to be some kind of road tire.The sights […]
….What is it?
I made this thing: I don’t know what it is but its neat. The column+coil is built around taking the animation frame counter, doing some math to make a sine-wave and using that as a blend factor between a few colors. Here’s a better zoom. Not much more to show of this, the base is […]
I Built A TF2 Mod (Built meaning compiled)
I have tried to build a source engine mod probably 5-6 times since I started programming in late 2000s early 2010s and I’m finally ahead of the curve and I was able to get a mod built before valve did something that wasn’t in the public c++ repos that broke everything! (See https://github.com/ValveSoftware/source-sdk-2013/tree/master) This is […]
Unreal Stuffs
I’ve been playing too much xcom and I felt like my c++ skills were waning so I thought it would be a fun quick project to quickly spin up a turn based squad commander system. The camera First thing that is distinctive about xcom is that it’s an isometric game, therefore the camera is fixed […]
Gadot Bro a.k.a. Wonder Wonder Woman game engine a.k.a. Side project to a side project
I started messing with Gadot (https://godotengine.org/) to fulfill the free-form open source activist in me (also I have a friend making stuff in Gadot). So I started messing with the 3d side but the goal is for a more metroidvania type game. So I moved into understanding the 2d asset pipelines a bit better. The […]
Leaning Updates
(Writing as I’m doing this fyi) I wanted to re-write the leaning in the game. Right now the movement is all very snap, which has some skewing to it but i wanted a more gradual lean in. (Normally I would use https://blueprintue.com, but wordpress is weird about iframes) Now you can see here the process […]
Chaos Physics 1…me 0
Spent a bunch (like 1-2ish hours) of time trying to get the chaos physics working with the tree and… It kinda works but the issue comes into the in game interaction. The damage levels seem to be weirdly arbitrary and aren’t assigned to a root bone but the pieces themselves Also the definition of “damage” […]