Goblin Game Dev Posts in Thrall of Time Games Community

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Someone wanted to see Eating animations, well here's a mock up of what I had in mind. Pretend this is in the Inventory menu I haven't set up Player appearance stuff yet.

I like the idea of the food being launched into your face

Edit: Permanent Version

Lots of little tweeks to the Tool animations.

I've pretty much decided that this wont be for the Axe, and will change it to something else.
For the Axe, I'm going to do a side swing (like 2d Zelda), makes more sense for the charge effect.

This wasn't intentional, but ok!

Well my Shader experiment didn't go anywhere. I kinda learned some stuff, but not how to scale the distortion map in a way that would make it work/look good.

I'll come back to it another time.
Here's more Tool animation stuff!

How many Goblins can I have if I turn off all their Step actions (stuff that happens 60x a second)?

Hmm, looks like it's still less than 200

What if I turn off the Draw code instead?

Both?? That seems better, but I guess it's something else lagging

Hmm, trying a slight movement slash on my Axe animation.

For some reason this made it so I didn't need to adjust the height with code anymore!??!

Gonna make food, then I'll see about doing the left and right version...

I reworked how the Axe animation works
It's now an arc, instead of a rotate

Not sure if this is best though, maybe it's good for the charged effect but for the normal it might seem too wide.

Still needs a slash effect over it too

Had to add a second under layer object to get this to draw right , but you no longer look like you're standing on top of landed Hot Air Balloons! It'll be fine as long as I remember to cull and destroy them.

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Ok, it's not perfect. But Goblin Merchants can now arrive and leave the island via their Hot Air Balloon.

Seems there's some issue with the wandering though, their walk time seems rather short so they stop way too early.