44 lines
3.4 KiB
Plaintext
44 lines
3.4 KiB
Plaintext
[video output=day276 member=cmuratori stream_platform=twitch stream_username=handmade_hero project=code title="Tuning the Body Animation" vod_platform=youtube id=xdtQ9fFru0g annotator=Miblo]
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[1:17][Run the game, demo our problem with the stretching not looking great and consider moving to a more top-down perspective]
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[3:12][Blackboard: How top-down art may solve the detachment problem]
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[5:15][Run the game and demo the lack of collision on the side walls]
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[7:30][handmade_world_mode.cpp: Move the head down and draw it in front of the cape]
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[8:29][Blackboard: How the art assets are currently packed]
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[10:13][handmade_render_group.cpp: Investigate the sorting]
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[11:57][Debugger: Break on PushBitmap for the cape and head and inspect their SortKey]
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[16:03][handmade_world_mode.cpp: Sort the body parts slightly more correctly]
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[19:42][handmade_world_mode.cpp: Limit the shearing]
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[24:14][handmade_world_mode.cpp: Mitigate the separation problem]
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[32:33][Run the game and consider disallowing diagonal movement]
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[34:29][handmade_world_mode.cpp: Disallow diagonal movement]
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[39:01][Run the game and try out the cardinal movement]
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[42:14][handmade_world_mode.cpp: Clean up the controller code]
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[45:49][Run the game and try out the controller code]
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[46:21][handmade_world_mode.cpp: Re-enable the head's recentering code]
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[46:44][Run the game and try out the recentering]
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[47:32][handmade_world_mode.cpp: Delay the recentering]
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[49:55][handmade_math.h: Introduce ClampAboveZero]
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[52:41][Run the game and try out the delayed recentering]
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[55:07][Q&A][:speech]
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[55:31][@fr0styninja][Do you think like a sort of rhythmic based movement where the hero would have to wait a bit before being able to move again (say he's getting ready for a jump instead of stamina-lessly jumping around non-stop) could perhaps help in this situation? Realise it's a design decision and might not be what you're looking for, but perhaps you haven't entertained the idea]
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[56:21][@ttbjm][Do you think rotating the torso would help?]
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[57:12][@cubercaleb][For the Q&A can you have the hero walk around on a live loop?]
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[57:44][@sssmcgrath][Try wrapping the body around bezier rather than just linear stretching?]
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[58:24][@billdstrong][For the up-down motion, couldn't you forgo the stretch, and have a jump of each part?]
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[58:38][@beerchug][Why wouldn't you shear the top of the feet to stay under the moving body?]
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[59:11][@commandercool0][What about a small translation of the body before and after the jump, say 10%-20% of the distance between adjacent dots?]
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[59:52][handmade_world_mode.cpp: Displace the body based on the distance of the head from the nearest traversable point]
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[1:05:06][Run the game and check out the displacement]
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[1:05:35][handmade_world_mode.cpp: Apply the floor displacement only to the cape]
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[1:05:56][Run the game and check out the cape's displacement]
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[1:06:35][@btngames][The more I see the more I like this. I wonder whether a subtle head bob may add a feeling of believability. Just a thought]
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[1:07:47][@longboolean][Would it help if the body stayed on the tile, but the cape was positioned between the body and the head?]
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[1:08:21][Consider asking Yangtian for art that is more top-down]
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[1:09:48][@thesizik][Perhaps a minimum stretch length so you don't get disappearing bitmaps while moving down?]
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[1:10:03][Close up][:speech]
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[1:10:41][Announcement: HandmadeCon 2016[ref
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site="Molly Rocket"
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page="HandmadeCon 2016"
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url="http://mollyrocket.com/news_0033.html"]][:research]
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[/video]
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