@toerror @runevision it might work but I had problems with this sort of approach when players were moving / turning quickly (it yanks the interpolation too hard and looks weird) hence why I simplified it to more of an attraction force. Might have another go
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The Seven Voyages Of Steve (sinbad@mastodon.gamedev.place)'s status on Thursday, 28-Nov-2024 05:57:18 JST The Seven Voyages Of Steve -
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The Seven Voyages Of Steve (sinbad@mastodon.gamedev.place)'s status on Thursday, 28-Nov-2024 00:01:14 JST The Seven Voyages Of Steve Today in effects that are actually quite small on the screen but I wanted to make happen anyway: your wizard's magical "Satchel of Hoarding" (which is of course legally distinct from a Bag of Holding) now actually opens when it's collecting resources, and does a little magicky particle effect #unrealengine #indiedev
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Rune Skovbo Johansen (runevision@mastodon.gamedev.place)'s status on Thursday, 28-Nov-2024 00:24:04 JST Rune Skovbo Johansen @sinbad Nice effect! It's a little confusing to my eyes though. I think it's because:
- The shape of the rims of satchel are similar to the shape of the curved particle effects, and my eyes get confused what's what when it's all moving.
- It's hard to see there's any hole in the satchel, probably due to it not being shaded/dark inside it.
- The metal lumps move very fast in front of the satchel, then stop there abruptly while scaling down. The motion is too fast/disjointed for my eyes to track. -
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The Seven Voyages Of Steve (sinbad@mastodon.gamedev.place)'s status on Thursday, 28-Nov-2024 00:54:33 JST The Seven Voyages Of Steve @runevision It could probably do with more tweaking, thanks for the feedback
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Rune Skovbo Johansen (runevision@mastodon.gamedev.place)'s status on Thursday, 28-Nov-2024 00:54:34 JST Rune Skovbo Johansen @sinbad That said, I also can't see what's going on in fighting games or shmups that have bright particle effects all over the screen, so compared to certain audiences I'm on the more visually sensitive end.
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The Seven Voyages Of Steve (sinbad@mastodon.gamedev.place)'s status on Thursday, 28-Nov-2024 05:43:54 JST The Seven Voyages Of Steve @toerror @runevision I would like to do that at some point but it’s not trivial; not only to get the motion right from any direction in relation to the player, and while the player is moving about (potentially erratically, so local space animation is out), but also it’s important things get collected quickly and don’t delay too much otherwise you get a cloud of them following you like a swarm of bees when you run through a large group 😄
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toerror (toerror@mastodon.gamedev.place)'s status on Thursday, 28-Nov-2024 05:43:55 JST toerror @runevision @sinbad Imagine if the chunks went toward the pouch more like a reverse fountain it would be more indicative of the action of something entering the pouch, rather than occluding it.
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The Seven Voyages Of Steve (sinbad@mastodon.gamedev.place)'s status on Thursday, 28-Nov-2024 05:50:59 JST The Seven Voyages Of Steve @toerror @runevision you’d think a Z offset curve as a function of 2D distance would do it but that falls apart when collecting stuff around your feet. I’d need to kick it up in the air physics style (but there’s no physics here so it would have to have some momentum) when it first enters a proximity, which may be immediately if it’s at the feet. A bit tricky to get right
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Rune Skovbo Johansen (runevision@mastodon.gamedev.place)'s status on Thursday, 28-Nov-2024 06:29:17 JST Rune Skovbo Johansen @sinbad @toerror I once came up with a movement approach that’s somewhere in between lerping and seeking. To make a point go towards a target spread over e.g. 10 frames you move it 1/10 of the remaining distance the first frame, 1/9 of the remaining distance the second frame, etc. This is fixed time (no swarm following) and does not have issues with sudden target movements.
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The Seven Voyages Of Steve (sinbad@mastodon.gamedev.place)'s status on Thursday, 28-Nov-2024 09:03:56 JST The Seven Voyages Of Steve @runevision @toerror this is what I’m doing currently. Works great for point to point motion, trickier to add a curve on top
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Rune Skovbo Johansen (runevision@mastodon.gamedev.place)'s status on Thursday, 28-Nov-2024 16:45:54 JST Rune Skovbo Johansen @sinbad @toerror Ok hear me out, you might be able to combine traits of multiple movement approaches.
If we call your current approach (the one I also described) for trerp, regular linear interpolation for lerp, and a spline/curve approach like @toerror described for curvp, then you could calculate separate "current positions" according to each of those and combine them like this:
combined_pos = curvp_pos + (trerp_pos - lerp_pos)
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