playMaker

Author Topic: Psave Pseudoburger  (Read 23225 times)

IDontKnow

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Re: Psave Pseudoburger
« Reply #15 on: April 17, 2013, 04:56:58 PM »
@Flying Robot:
I'll look into that, thanks for the tip.  :)

@KozTheBoss
It might take you weeks just to reverse engineer my work.:P

It's worth noting here that there may well be better ways to go about things than the way I did it. I don't have a great deal of experience (yet).

I've put together a quick video that demonstrates my system (hopefully). It has no sound and you'll probably have to pause it in spots but there you go.

If you have any questions or anything feel free to PM me.
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KozTheBoss

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Re: Psave Pseudoburger
« Reply #16 on: April 18, 2013, 11:19:07 AM »
omg, that is a very detailed video! thank you so much! :)
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Satrio

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Re: Psave Pseudoburger
« Reply #17 on: April 24, 2013, 10:21:27 PM »
Thanks for posting your video!

IDontKnow

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Re: Psave Pseudoburger
« Reply #18 on: May 14, 2013, 02:23:03 AM »
No problem guys, hope you found it useful.

Here's another update:

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parallel

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Re: Psave Pseudoburger
« Reply #19 on: May 14, 2013, 10:07:30 AM »
Nice camera setup. What's the small box controlling? FOV?

Lane

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Re: Psave Pseudoburger
« Reply #20 on: May 14, 2013, 10:11:31 AM »
Thats pretty cool, camera position can be really annoying in games where it is automated like this. I'd love to see how it acts in more complex scenes or places where the player gets closer to the camera or front wall.
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IDontKnow

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Re: Psave Pseudoburger
« Reply #21 on: May 14, 2013, 01:43:41 PM »
What's the small box controlling? FOV?

The small box controls the range at which the camera will start moving forward into the scene, and the range at which the camera will pull back out of the scene.

The large box controls the maximum range that the camera will move side-to-side.

The front sphere controls the maximum amount that the camera will pull into the room.

The other spheres are just guides to help me see the camera's behaviour during development.

I'd love to see how it acts in more complex scenes or places where the player gets closer to the camera or front wall.

I imagine that I'm going to have to switch between camera types on the fly in order to navigate more complex spaces. In this scene you simply can't walk very close to the front wall, of course that won't work everywhere.
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Satrio

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Re: Psave Pseudoburger
« Reply #22 on: May 16, 2013, 03:30:58 PM »
I worked on converting Alone in The Dark for the Sega Saturn in 1994 (which never was completed). The cameras there were always the same angles and switched when you left a cameras view. The problem then is to fix the "blindspots" which can be very time consuming and troublesome with 100´s of cameras around. Maybe a combo of both a floating camera and "static" camera techniques...

Will be watching this to see how you solve it!

IDontKnow

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Re: Psave Pseudoburger
« Reply #23 on: May 26, 2013, 12:14:46 AM »
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jess84

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Re: Psave Pseudoburger
« Reply #24 on: July 01, 2013, 04:35:56 PM »
Wow, thanks for capping and sharing the update videos.

The dialog system and the inventory system are particularly impressive!

I'm new to Unity and PlayMaker, but that's given some inspiration. (and if you ever decide to share the package files for either of those systems, i'll be first in the queue to download!  ;D)

IDontKnow

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Re: Psave Pseudoburger
« Reply #25 on: July 18, 2013, 10:24:05 PM »
@jess84: Thanks! I'm glad you find it interesting!  :)
« Last Edit: February 26, 2023, 12:30:08 AM by zaskaggs »
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IDontKnow

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Re: Psave Pseudoburger
« Reply #26 on: July 24, 2013, 06:52:11 PM »
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IDontKnow

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Re: Psave Pseudoburger
« Reply #27 on: August 02, 2013, 03:01:19 PM »
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KozTheBoss

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Re: Psave Pseudoburger
« Reply #28 on: August 02, 2013, 04:48:40 PM »
this is coming along nicely! What software are you using for modeling and more importantly, rigging and animating? :)
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IDontKnow

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Re: Psave Pseudoburger
« Reply #29 on: August 02, 2013, 05:07:35 PM »
Thanks man.

I'm using Blender for everything: modeling, rigging, animating, retopo...

The only thing I'm not using Blender for is sculpting the heads. I'm using Sculptris for those.
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