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Time for some more constructive criticism: you're in desperate need of speed values there. Your problem is that you seem to be using constant values for speed/acceleration, which is not correct and makes your characters look like they're skating on the floor. In order to parse them correctly, on frame 0 of an animation you read speed, store it somewhere, rotate and add to the position. From frame 1 on, you subtract the previous speed with the current one and keep on adding+rotating to the entity position.
Resident Evil: Behind the Mask twitter, also in Facebookian flavor for great justice.
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TBH, I never really ever noticed it before, I had always assumed the speed was a constant value for each of the different conditions, but I guess I need to fire up 1.5 again and double check, or does your advise only pertain to the RE2 movement/animations? Lot of the script has to be/is going to be rewritten, as there's quite a bit of flaws in the movement code ATM. When comparing it to 1.5 running, there was alot of "well oops, that isn't right" moments.Originally posted by Gemini View PostTime for some more constructive criticism: you're in desperate need of speed values there. Your problem is that you seem to be using constant values for speed/acceleration, which is not correct and makes your characters look like they're skating on the floor. In order to parse them correctly, on frame 0 of an animation you read speed, store it somewhere, rotate and add to the position. From frame 1 on, you subtract the previous speed with the current one and keep on adding+rotating to the entity position.
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It's not constant in any RE game. In 1 and 1.5 speed is mostly calculated with transformed coordinates of specific skeleton nodes; it calculates the difference in 3D space between two frames, calculates the difference and adds it to the current position [note: sometimes it adds some extra values along the way]. RE2 relies on the same trick in a few occasions, but generally it implements pre-baked speeds for optimization (matrix operations can be quite the strain on an old processor), while at other times speeds are used as a reference.Originally posted by VirusPunk View PostTBH, I never really ever noticed it before, I had always assumed the speed was a constant value for each of the different conditions, but I guess I need to fire up 1.5 again and double check, or does your advise only pertain to the RE2 movement/animations?Last edited by Gemini; 09-20-2015, 06:16 AM.
Resident Evil: Behind the Mask twitter, also in Facebookian flavor for great justice.
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I rewrote the movement code to utilize the gamepad and PS1-esque controls, and improved the animation interpolation. It seems rewriting it to utilize gamepad controls improved the gliding effect a bit, and obviously the animation cross fading makes it look much better. Still some stuff that needs adding. Demonstrating biohazard_star's latest cruise ship hallway:
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Looks way smoother now with interpolation between states, it's looking pretty solid so far.Originally posted by VirusPunk View Post
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A couple suggestions: Psx games run @25 fps only on PAL consoles, otherwise it's 30 fps. For weapons, you need to increase the speed at which frames are interpolated . On regular animations it takes usually 8 frames, but for weapon aim changes it's only 4.Last edited by Gemini; 09-28-2015, 05:33 AM.
Resident Evil: Behind the Mask twitter, also in Facebookian flavor for great justice.
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I'll change it to 30 FPS. Yeah, Bio pointed out how the knife interpolation is a bit slow, will definitely fix that.Originally posted by Gemini View PostA couple suggestions: Psx games run @25 fps only on PAL consoles, otherwise it's 30 fps. For weapons, you need to increase the speed at which frames are interpolated . On regular animations it takes usually 8 frames, but for weapon aim changes it's only 4.
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Not bad for a design, kinda reminds me of the RE0 status menu. The real challenge with menus is the way you need to program them, most developers have issues with interfaces for some reason.
Resident Evil: Behind the Mask twitter, also in Facebookian flavor for great justice.
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