My isometric RPG

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Post » Sat Aug 08, 2015 11:44 pm

Looking really good Drew. Love those animations.
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Post » Sun Aug 09, 2015 1:25 am

@GenkiGenga Thanks! I'm happy with the way they have turned out.

I'd love to be able to spend more time on the animations of course, but I have so many things to do working solo, I can only spend so much time on each part.

Plus, there's the limitations of image memory. I also need need certain triggers to be on specific frames consistently (such as the attack box for damage spawning during frame 15, or spawning the arrow, or whatnot) in order to keep combat fair for enemies and the player.

Modo has been pretty good for animations. I don't think it's as good as Maya, but it's half the price, and their update policy is much more forgiving. Once you come to grips with it, it can make very nice animations.

This is the rig I built after following of couple of very lengthy tutorials. (I adjust the fingers with a channel haul that is not pictured). I turn off textures/materials and smoothing to make it animate more fluidly.

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Soon, I plan to add a few more enemies, but I think for the next step I should create the floor plan for the castle and start building some more rooms. I can get started making my props as well (rubble, various castle objects, columns, anything to place in the rooms to make them less empty feeling).
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Post » Mon Aug 10, 2015 12:02 am

Ha I understand completely the time constraints of working alone (I think what you have is more than acceptable).

You mentioned long waiting times to preview, out of curiosity, what is the memory use on the layout the demo is on?
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Post » Mon Aug 10, 2015 12:35 am

GenkiGenga wrote:Ha I understand completely the time constraints of working alone (I think what you have is more than acceptable).

You mentioned long waiting times to preview, out of curiosity, what is the memory use on the layout the demo is on?


I have two rooms in the demo. The first room uses 146.33 IMU after export (and about 129.99 "before" export). It always seems to go up after export. The second room is nearly the same, but reuses the same assets.

The current time to run a preview is about 40 seconds. This is the time from clicking the run button to being able to play. I recently deleted some old junk and did some cleanups, so it's down a bit from the previous 45 second times I used to get.

Most of my memory is used on the hero and enemy characters. I tested it once by deleting them and running the preview, and it only took about 5 to 10 seconds. I guess after I get the rest of my characters done and add in the level graphics for other rooms, I'm going to be waiting even longer. Oh well, I've got most of the features working already.

Of course, once I export it to nodewebkit, it only takes about 5 seconds to run.
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Post » Mon Aug 10, 2015 1:39 am

Very Impressive on every single details! And the video's informative too!
'Portrait with blood' is a cool idea stead of the usual health bar. :D
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Post » Mon Aug 10, 2015 5:13 am

Allen T wrote:Very Impressive on every single details! And the video's informative too!
'Portrait with blood' is a cool idea stead of the usual health bar. :D



Thanks! I swear I rehearsed that video so much that by the time I actually recorded it, my voice was coarse, lol.

I actually got the idea for the portrait that filled with blood from Baldur's Gate II. The tricky part was inverting the percentage so that when you were at 80/100 health for example, the blood would only fill 20 percent. Took me several hours just to come up with the formula.

I've had way too much tequila tonight to give any explanations, but I'll be back tomorrow if anyone has any questions or comments. Thanks again!
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Post » Thu Aug 13, 2015 3:50 am

Okay, some updates!

I have been playing with the level design a bit. I was thinking about how I am going create the different types of rooms and variations and what style would let me do the most. I need the level graphics to be something that can be easily arranged into new rooms since there will be probably over 100 rooms. (the graphics below are just for one or two floors. The others will be a bit different)

Here is a new style. I raised the camera slightly so you can see the ground more and objects would not be as hidden. In my original screenshots on page 1, I did a sort of cut-away effect so you could see the ground better. With this new style, you can see plenty of ground without having to do that. I also mixed up the stone with some slabs and other materials to make it a bit more varied and make it stand out more.

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I also set up a highlight effect on the stairs, one for up and one for down. Here is the one you'll see if you want to go up.

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I was worried that with the angle adjustment ,I would have to re-render the characters. Which would not be hard, just time consuming. I think the change was minor enough that the characters still look good without changing them.

Oh, and I set up a countdown when lock picking to prevent swiping stuff from a chest and running. If there is an enemy near the chest, I don't want people to just be able to grab the loot and make it out unharmed. I set up a red bar that gets smaller as you hold down the mouse over a chest so you could see your progress to unlocking. It only takes a couple seconds, but it alerts guards nearby right away too.
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Post » Thu Aug 13, 2015 4:40 am

Art is great, really nice 3D feel for it, and its a good approach to animate using 3d models to get your frames.

If its designed for PC, you don't really have to worry so much about memory usage, most PC gaming setups are pretty damn strong with tons of memory.
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Post » Thu Aug 13, 2015 4:56 am

@Silverforce Thanks! Even though I'm mainly a 2d artist, I think 3d is more "fun" to work with.

I guess when it comes to memory usage, I'm just cautious. This is my first game that will be completed and released. I don't want to find out after I do a ton of work that many people can't play it for some reason. I do remember Ashley saying in a post that going over 200mb will eliminate some users, but under 400 or 500 is probably still fine for most gamers these days. So, I have plenty of headroom to expand if I want to. Those were the last numbers I heard anyway, so maybe I can get away with even more.

Actually, my main concern right now is just preview times. It gets harder to do tweaking or add in mechanics the more I add. I experimented once with making a version with no animations for faster previewing, but it just made it hard to keep two versions up to date (and I need the animations for much of the testing.)

After I release a demo later on and see how it performs on other people's machines, I plan on seeing how far I can push it.
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Post » Thu Aug 13, 2015 5:10 am

On steam surveys, most gaming PCs have 8GB system memory, very few have 4GB. More have 16GB with each day.

The problem with memory is the difference between system memory and GPU memory, because most gaming machines still have 1-2GB video cards, while 4GB is getting more common, it's not the bulk.

So as long as you are aware, all your frames in a scene is loaded uncompressed into video ram, ie as a raw texture size of:

pixels^2 * 4 channels..

ie. 1 frame of 1024 x 1024 pixel = 4MB

There's a peculiarity that frames have to fit a texture size by the power of 2 so if you have a 800 x 100 pixel frame, it still gets allocated into video ram as if it was a 1024 x 1024 texture, so it still needs 4MB.

Just an example, if your sprite is ~256 pixels and you have 40 frames for one attack animation, that's ~10MB in video ram for that single atk animation.

Definitely its not something to worry about until you have a massive scope game with tons and tons of frames. :D
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