Tuning the Body Animation
?
?

Keyboard Navigation

Global Keys

[, < / ], > Jump to previous / next episode
W, K, P / S, J, N Jump to previous / next timestamp
t / T Toggle theatre / SUPERtheatre mode
V Revert filter to original state Y Select link (requires manual Ctrl-c)

Menu toggling

q Quotes r References f Filter y Link c Credits

In-Menu and Index Controls

a
w
s
d
h j k l


Esc Close menu / unfocus timestamp

Quotes and References Menus and Index

Enter Jump to timestamp

Quotes, References and Credits Menus

o Open URL (in new tab)

Filter Menu

x, Space Toggle category and focus next
X, ShiftSpace Toggle category and focus previous
v Invert topics / media as per focus

Filter and Link Menus

z Toggle filter / linking mode

Credits Menu

Enter Open URL (in new tab)
1:17Run the game, demo our problem with the stretching not looking great and consider moving to a more top-down perspective
1:17Run the game, demo our problem with the stretching not looking great and consider moving to a more top-down perspective
1:17Run the game, demo our problem with the stretching not looking great and consider moving to a more top-down perspective
3:12Blackboard: How top-down art may solve the detachment problem
3:12Blackboard: How top-down art may solve the detachment problem
3:12Blackboard: How top-down art may solve the detachment problem
5:15Run the game and demo the lack of collision on the side walls
5:15Run the game and demo the lack of collision on the side walls
5:15Run the game and demo the lack of collision on the side walls
7:30handmade_world_mode.cpp: Move the head down and draw it in front of the cape
7:30handmade_world_mode.cpp: Move the head down and draw it in front of the cape
7:30handmade_world_mode.cpp: Move the head down and draw it in front of the cape
8:29Blackboard: How the art assets are currently packed
8:29Blackboard: How the art assets are currently packed
8:29Blackboard: How the art assets are currently packed
10:13handmade_render_group.cpp: Investigate the sorting
10:13handmade_render_group.cpp: Investigate the sorting
10:13handmade_render_group.cpp: Investigate the sorting
11:57Debugger: Break on PushBitmap for the cape and head and inspect their SortKey
11:57Debugger: Break on PushBitmap for the cape and head and inspect their SortKey
11:57Debugger: Break on PushBitmap for the cape and head and inspect their SortKey
16:03handmade_world_mode.cpp: Sort the body parts slightly more correctly
16:03handmade_world_mode.cpp: Sort the body parts slightly more correctly
16:03handmade_world_mode.cpp: Sort the body parts slightly more correctly
19:42handmade_world_mode.cpp: Limit the shearing
19:42handmade_world_mode.cpp: Limit the shearing
19:42handmade_world_mode.cpp: Limit the shearing
24:14handmade_world_mode.cpp: Mitigate the separation problem
24:14handmade_world_mode.cpp: Mitigate the separation problem
24:14handmade_world_mode.cpp: Mitigate the separation problem
32:33Run the game and consider disallowing diagonal movement
32:33Run the game and consider disallowing diagonal movement
32:33Run the game and consider disallowing diagonal movement
34:29handmade_world_mode.cpp: Disallow diagonal movement
34:29handmade_world_mode.cpp: Disallow diagonal movement
34:29handmade_world_mode.cpp: Disallow diagonal movement
39:01Run the game and try out the cardinal movement
39:01Run the game and try out the cardinal movement
39:01Run the game and try out the cardinal movement
42:14handmade_world_mode.cpp: Clean up the controller code
42:14handmade_world_mode.cpp: Clean up the controller code
42:14handmade_world_mode.cpp: Clean up the controller code
45:49Run the game and try out the controller code
45:49Run the game and try out the controller code
45:49Run the game and try out the controller code
46:21handmade_world_mode.cpp: Re-enable the head's recentering code
46:21handmade_world_mode.cpp: Re-enable the head's recentering code
46:21handmade_world_mode.cpp: Re-enable the head's recentering code
46:44Run the game and try out the recentering
46:44Run the game and try out the recentering
46:44Run the game and try out the recentering
47:32handmade_world_mode.cpp: Delay the recentering
47:32handmade_world_mode.cpp: Delay the recentering
47:32handmade_world_mode.cpp: Delay the recentering
49:55handmade_math.h: Introduce ClampAboveZero
49:55handmade_math.h: Introduce ClampAboveZero
49:55handmade_math.h: Introduce ClampAboveZero
52:41Run the game and try out the delayed recentering
52:41Run the game and try out the delayed recentering
52:41Run the game and try out the delayed recentering
55:07Q&A
🗩
55:07Q&A
🗩
55:07Q&A
🗩
55:31fr0styninja Do you think like a sort of rhythmic based movement where the hero would have to wait a bit before being able to move again (say he's getting ready for a jump instead of stamina-lessly jumping around non-stop) could perhaps help in this situation? Realise it's a design decision and might not be what you're looking for, but perhaps you haven't entertained the idea
🗪
55:31fr0styninja Do you think like a sort of rhythmic based movement where the hero would have to wait a bit before being able to move again (say he's getting ready for a jump instead of stamina-lessly jumping around non-stop) could perhaps help in this situation? Realise it's a design decision and might not be what you're looking for, but perhaps you haven't entertained the idea
🗪
55:31fr0styninja Do you think like a sort of rhythmic based movement where the hero would have to wait a bit before being able to move again (say he's getting ready for a jump instead of stamina-lessly jumping around non-stop) could perhaps help in this situation? Realise it's a design decision and might not be what you're looking for, but perhaps you haven't entertained the idea
🗪
56:21ttbjm Do you think rotating the torso would help?
🗪
56:21ttbjm Do you think rotating the torso would help?
🗪
56:21ttbjm Do you think rotating the torso would help?
🗪
57:12cubercaleb For the Q&A can you have the hero walk around on a live loop?
🗪
57:12cubercaleb For the Q&A can you have the hero walk around on a live loop?
🗪
57:12cubercaleb For the Q&A can you have the hero walk around on a live loop?
🗪
57:44sssmcgrath Try wrapping the body around bezier rather than just linear stretching?
🗪
57:44sssmcgrath Try wrapping the body around bezier rather than just linear stretching?
🗪
57:44sssmcgrath Try wrapping the body around bezier rather than just linear stretching?
🗪
58:24billdstrong For the up-down motion, couldn't you forgo the stretch, and have a jump of each part?
🗪
58:24billdstrong For the up-down motion, couldn't you forgo the stretch, and have a jump of each part?
🗪
58:24billdstrong For the up-down motion, couldn't you forgo the stretch, and have a jump of each part?
🗪
58:38beerchug Why wouldn't you shear the top of the feet to stay under the moving body?
🗪
58:38beerchug Why wouldn't you shear the top of the feet to stay under the moving body?
🗪
58:38beerchug Why wouldn't you shear the top of the feet to stay under the moving body?
🗪
59:11commandercool0 What about a small translation of the body before and after the jump, say 10%-20% of the distance between adjacent dots?
🗪
59:11commandercool0 What about a small translation of the body before and after the jump, say 10%-20% of the distance between adjacent dots?
🗪
59:11commandercool0 What about a small translation of the body before and after the jump, say 10%-20% of the distance between adjacent dots?
🗪
59:52handmade_world_mode.cpp: Displace the body based on the distance of the head from the nearest traversable point
59:52handmade_world_mode.cpp: Displace the body based on the distance of the head from the nearest traversable point
59:52handmade_world_mode.cpp: Displace the body based on the distance of the head from the nearest traversable point
1:05:06Run the game and check out the displacement
1:05:06Run the game and check out the displacement
1:05:06Run the game and check out the displacement
1:05:35handmade_world_mode.cpp: Apply the floor displacement only to the cape
1:05:35handmade_world_mode.cpp: Apply the floor displacement only to the cape
1:05:35handmade_world_mode.cpp: Apply the floor displacement only to the cape
1:05:56Run the game and check out the cape's displacement
1:05:56Run the game and check out the cape's displacement
1:05:56Run the game and check out the cape's displacement
1:06:35btngames The more I see the more I like this. I wonder whether a subtle head bob may add a feeling of believability. Just a thought
🗪
1:06:35btngames The more I see the more I like this. I wonder whether a subtle head bob may add a feeling of believability. Just a thought
🗪
1:06:35btngames The more I see the more I like this. I wonder whether a subtle head bob may add a feeling of believability. Just a thought
🗪
1:07:47longboolean Would it help if the body stayed on the tile, but the cape was positioned between the body and the head?
🗪
1:07:47longboolean Would it help if the body stayed on the tile, but the cape was positioned between the body and the head?
🗪
1:07:47longboolean Would it help if the body stayed on the tile, but the cape was positioned between the body and the head?
🗪
1:08:21Consider asking Yangtian for art that is more top-down
1:08:21Consider asking Yangtian for art that is more top-down
1:08:21Consider asking Yangtian for art that is more top-down
1:09:48thesizik Perhaps a minimum stretch length so you don't get disappearing bitmaps while moving down?
🗪
1:09:48thesizik Perhaps a minimum stretch length so you don't get disappearing bitmaps while moving down?
🗪
1:09:48thesizik Perhaps a minimum stretch length so you don't get disappearing bitmaps while moving down?
🗪
1:10:03Close up
🗩
1:10:03Close up
🗩
1:10:03Close up
🗩
1:10:41Announcement: HandmadeCon 20161
📖
1:10:41Announcement: HandmadeCon 20161
📖
1:10:41Announcement: HandmadeCon 20161
📖