Sunday, October 28, 2018

October's Arm


I got one day off earlier this month, and I worked on drawing a body part. I was expecting more time off, but apparently it's not going to happen. In human3 I drew body parts in two parts. A front and back. Each was a 10x10 2D array of vertices. So, that's two hundred vertices for one body part. It made texturing very easy after I figured out the first one. In human4, I don't want 200 vertices for each body part. I just want as few as possible. This will help with frame rates and such, but texturing is going to be nightmare... when the time comes to do that. At any rate, I drew an arm this month!

Sunday, September 30, 2018

September - blue grass


I was afraid I wouldn't get anything done this month, but I managed to make a new type of plant. So, technically I did something in September. Even though it wasn't much.

Friday, August 31, 2018

August 2018 - grass fire


This month I didn't get a weekend off either, but I did put a few hours of work into the game. Mostly I tried to smooth-out and straighten-out the walking animation for human4. I couldn't really show that with still images, so I made a new type of plant just to have something new to show for this month. It's supposed to be yellow grass, but it turned into a little patch of grass fire.


Sunday, July 29, 2018

July Game Dev

I didn't get a weekend off this month, but I did make some major game development decisions. I moved off of human3 and started human4. It has much ... less sloppy animation logic and includes a second degree of joint rotations. Hopefully there will be more exciting things to see next time.













Monday, May 28, 2018

May Progress

I got today off work for some holiday and finally got to work on my game!

I finished up the forearms and hands and then made outfits. Making outfits is as simple as updating some image files for the texturing. It only takes a minute, but it took me years to get to this point. Oh lordy, texturing was tricky to learn.

Then I worked on pulling the garment choices out of code and into an xml file that much of the game data will be stored in.

I worked on death and added an upper body motion. I just have my person drop to his knee and that's it. I wanted to follow it up with him sliding to the ground before fading out, but I don't have that kind of rotation built into the hips object and I'm not about to redo that. When I make a human4, I'll be using a much better skinning technique and this won't be an issue.

Then came making a head object. Thankfully there was a lot of reusable stuff that I was able to work with that made it pretty straight forward. I was on a roll at this point. I then made adjustable hair color.


























Saturday, April 28, 2018

Upper Arm Action

Howdy Internet,

Today, I worked on the upper arm. There isn't much to it and isn't much to say about it. My big problem is that I moved to my Windows computer for development and ... it's been an experience. An experience. For some reason, Eclipse on Windows moves my resources ( textures and xml files to determine vertices ) out of the resources folder and into a bin folder. After I update my resources, it does not update the same files in bin and I spent half of today trying to figure out why my changes weren't showing up. Now I know to right click and Refresh the project after making changes, and that takes care of it, but I don't like all this.

I am able to build and bundle the project, though. Some time next week I'll update my website with the latest jar.

Here's what I did today.






Here're some screen shots I made in the past that I don't believe I've shared before.




















Tomorrow, I hope to finish up the arm and start thinking about the head.