Codename Blink

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Post » Thu Mar 18, 2010 4:28 am

[size=50:61xzz2f1]not the big demo that was discussed in chat just yet[/size:61xzz2f1]
Codename Blink is a codename, not the title of the game.
In this screenshot you can see the detail of the creature from the video you'll see below

[size=85:61xzz2f1]right click - view image to see the full image[/size:61xzz2f1]

This 3 legged creature was a test character used to gauge performance of the blink engine with very large sprites.

In the video you get a brief look at animation blending, between it's walking and running animations. With just two keyframed animations, infinite possible intermediate animations are generated, depending on the position of the slider on the bottom right.

[url:61xzz2f1]http://www.youtube.com/user/RogueRobotsDotNet[/url:61xzz2f1]

The engine also supports scripted (procedural) animations coded within the editor you see here. Those are not demonstrated in this video. I'm not going to reveal exactly how they will be used in the upcoming game just yet, but scripted animations could be used for anything from foot placement to avoid holes and obstacles, to mixing animations-ai-and-physics data like the Euphoria engine, or generating animations determined by the size, number, and placement of limbs like Spore.

I will be revealing more on the progress of the engine, as well as details on the game itself, in this thread, until the time comes for a proper development site/blog. Any questions or comments are encouraged and appreciated of course.
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Post » Thu Mar 18, 2010 5:36 am

That Alien Skin fur is distracting :lol:

Anyways, looks good. Hard to really say anything else because in the video the animation seems really stilted and looks more like it's just shrinking a path until it hits the new animation path, but could look good in an actual game.
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Post » Thu Mar 18, 2010 7:30 am

Awesome lucid! Nice one!
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Post » Thu Mar 18, 2010 11:31 am

O.O

I hope you are making this animator thing into a plugin still... this is exactly what I was hoping the bones behaviour would turn into.

Awesome stuff as always lucid!

~Sol
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Post » Thu Mar 18, 2010 12:15 pm

This is relay impressive stuff :D
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Post » Thu Mar 18, 2010 1:05 pm

Bravo ! lucid
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Post » Thu Mar 18, 2010 3:22 pm

Looking great lucid. Can't wait to see more, especially the scripted animations. Keep it up! :mrgreen:
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Post » Thu Mar 18, 2010 7:10 pm

[quote="lucid":sgy3sd8j]
With just two keyframed animations, infinite possible intermediate animations are generated, depending on the position of the slider on the bottom right. [/quote:sgy3sd8j]

a....
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Post » Fri Mar 19, 2010 1:48 am

Very, very cool. Construct can do some really amazing stuff.
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Post » Fri Mar 19, 2010 2:35 am

thanks everyone.

[quote="6Fix":1zlkmxay]That Alien Skin fur is distracting :lol: [/quote:1zlkmxay]
good eye, 6Fix!
That is indeed Alien Skin fur.

[quote="SoldjahBoy":1zlkmxay]I hope you are making this animator thing into a plugin still...[/quote:1zlkmxay]
For now it's going to be my in-house engine for this game. [size=50:1zlkmxay]Technically it will be a plugin though, because I want to have alot of creatures on screen at any given time, and after 3 or so it's too many python commands per tick and the interpreter can't keep up, so C++ it is.

for anyone considering using python, don't let this detract you though. it's an insane amount of operations. (over 1000 per creature per tick). The same amount of events or actions in construct would slow down the runtime as well [/size:1zlkmxay]
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