Tea ‘n’ Cake


The State of Things!

Untitled-1

I felt like Crap most of last week. I’d have drawn something better to represent it but I couldn’t be bothered, my old graphics tablet doesn’t work, and I haven’t rearranged my work space to incorporate the new one in my office yet. I’m sure there are a couple of you who might be chuckling away say “oh really. I though this one was better than the one from last week“. Well, you people are a shower of bastards, so there.

My point is, progress has been slower than I’d like, but that has mostly affected me actually making recordings of things to show you it working. I can see fine well that this is breaking the first narrative rule of “Show, don’t tell” , but I don’t care ok? I’ve not been well.  What I do care about is what other people (especially coders) think to criticize or comment about the structure of my character controller. Just in case they think I’ve done something horribly and obviously wrong.

It’s a state machine… well really it’s a state machine with a bunch of sub-state machines. For those of you who hate state machines I guess I’ve already lost you but feel free to advocate for your chosen alternative (as long as it isn’t a bunch of if statements because then I’m out). As I said last week, the basic structure mirrors the animator to some degree…

Person01

Ah bollocks. There’s no zoom function. Screw it. I changed it from last week to make the console usingness into simple sub-state machines of the base layer. This diagram kind of represents what is going on with little jimmy the space bloke above.

CharacterStateMachine

Yeah! I probably could have done it more accurately or at least a little prettier with fewer fruit references, but like I said. I’ve been ill ok. Jeez. You, imaginary reader, have absolutely no empathy. That’s all the fun pictures done now.  I’ll see if I have any in progress gifs lying around for the end. I sure broke it enough putting the state machine in properly.

I willing to accept the perfectly reasonable argument that what I’ve created is complete overkill. I’m fine with that. If I don’t scream, delete everything and run away there is always a change I might reuse the code… said every coder ever before rewriting is completely next time they looked through it. As it stands the character can be controlled and pushed around with physics (I need that for later I think) as long as they aren’t locked onto a console. When they do now use a console, they get data from the console and then move into position to use it.

Encapsulation can get a little fuzzy at points like these. The character stores a reference to the console they are attempting to use, and makes movement and animation decisions based on that decision. He has no clue what the console is actually connected to e.g. the thrusters or the turret. Similarly, the character controller know he has a weapon holstered, and that at some times he is allowed to take it into his hand, and pull the trigger. Currently he knows nothing beyond  that because the weapon handles what the weapon does. The. A.I will eventually need a little more feedback than this, but i have a plan for that one the cards so it doesn’t worry me too much. It’s not going to mess up the encapsulation anyway.

Other little bits are handled by messages sent into a state with the current action, such as “put your stupid gun away before trying to sue a computer you idiot”, where information on timing is taken directly from the animation clip. Speaking of clips… Here is a clip of things not working.

CharControllerFail01a

That’s admittedly barely related but it’s the only one I had to hand. I hadn’t yet figured out that the child position, if not locked to the original can up up just wandering clean away from the actual parent object position.  I’ve also made the mistake of not normalizing the direction from the character to the console he’s using so he just wanders over to it really really slowly. That and other things have or will be fixed soon. the important thing is that the structure is in place now, and the details can be added.  If I’m feeling motivated enough to get my crap together hopefully there will be some more visual results next week. Currently I might just be slowly drifting into oblivion.  You can try the social media thing if think it’s worth your time. TwitterFacebook, and Youtube . Yada, yada, yada. This is probably full of spelling mistakes. Bye for now.

 

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Spoilers for Last Week, and Delays

Painted01

Last week I had taken a break and tried out my new tablet. This week I’m back on with coding but i realize I’m definitely not going to get things up and running in a way I can show you by Wednesday. So my choices are simple. Don’t do a blog, or find something to fill the space.

I’m doing the later, and I’m filling it with the spoilers of last weeks video.  With the image above you have already been partially spoiled, but if you are interested in the art processes of an idiot, please feel free to back to last week’s blog and watch the two speed painting videos.  Of course, having painted it last week, I already hate almost everything about it, but I refuse to change anything… for a while at least (I’d like to say I’ll never change it, but if I look at it again by accident after I’m finished my current set of coding tasks then I might not be able to resist). Here’s a mask showing the bits of the image I hate in red.

Hate

Now that’s out of the way. Here are the spoiler images

Sketch

Inked00

Ink

Inked01

Ink+#

Inked02

final Paint

Painted02

Style Mess’n.

4Styles

Hopefully those might distract you long enough to let me get some visible headway into the character controller for Space Time!. If you have questions, or just insults, feel free to send them via. TwitterFacebook, and Youtube as usual Bye for now

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Drawing out the new year!

Well. Happy new year.

That’s all I can be bothered to write because I was making an Art for you to mock. Watch the videos and you can listen to my babbling rather than just reading it. It should have been up yesterday but upload speeds are not what one would hope in my current location.

Part 1:

 

Don’t scroll down yet. Watch first, otherwise… SPOILERS.

 

 

Part 2:

Also. This week I mentioned two stellar gentlemen from the local community in the videos, but I’m giving them a back up plug here.

Tom Elliot. Master craftsman of indie gaming, and legal owner of the friendly cute version of the word “Terrible” Go take a look at his latest project.

Samuel Alves. Master painter, and owner of a very handsome beard. Go take a look at his art magic. There is even a picture of his beard.

Right I’m done. That was a quick write up today 🙂 Do the Social media thing. TwitterFacebook, and Youtube .Bye for now.

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Merry Christmas!

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Animation Overkill

I’ll try and keep it short this time. An especially good idea since I’m releasing this on a Wednesday (which apparently means no one will see it anyway so I’m wasting less time keeping it baby sized). I’m continuing on with what I was doing last week… Which is a really stupid comment without context. […]

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A Motion For Compromise!

You might be surprised to find out that the title above has absolutely nothing to do with either Brexit, nor the left right split in american social politics.  You only thought that because it’s practically all you hear about on the news at the moment. No. This is about animation, and the choices made that […]

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Gamebridge, Ship Bridge, Ship Dock… Another Seamless Transition!

Yeah. I wen’t to Gamebridge.  (which according to facebook has related page “Jeremy Corbyn). Anyway, Gamebridge is where all the cool kids hang out, and some of them even talked to me. I had mostly been fixing bugs that week, but while I was doing that, Ben replaced my perfectly good cube and number picture, with […]

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Farmyard Vehicles In Space?

It’s about time I updated you guys on something.  It was about time last week, but I didn’t, because… umm… reeeaasons?  I mentioned that I was re-writing the beam code. It was working fine, but I had done it in a way that I felt was limiting, or at the very least the code would […]

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Looking Back, Whilst Going Forward

When Talking about looking back though, I’m also talking about looking back in time. Metaphorically again; I don’t have post-cognizance, apart from memory, which is a form of…Never mind.I’m talking about retro gaming. I was recently at Game Box, which is a fun diddly do of an evening out that involves games, usually out of […]

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On The Defensive!

For those of you who guessed correctly about what the above picture is… Well done I guess.  It is a shader. This particular shader is for the simple shield effect on the ship. It’s probably more complicated than it needs to be, but shaders are something I’m still learning and only got into thanks to The Bruce […]

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