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yes, to summarize, i have 3 stances combat :
long range : the first kick
short range : boxing
and body contact : knees and elbows while grabbing the enemy , basically to finish him off (didn't made it yet)
So yes, i want my character to deliver different kinda of blows, flying kicks and even scissor when jumping or rolling. But contrary to Oni, I want it to be more realistic , my character will not put the ennemy out by hitting with palm of the hand 37 times. If my character can run into the enemy to pull him over and then jump on him for a beat down, she will do it. So it will be more like a true street fight MMA.
I like the result of my game, but it makes me realize how much work i have to provide ;./
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Hmm, sounds interesting!
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my navigation system at work : finding the shortest path to the character. Other mode : escaping and avoiding the character. Added a package of sounds played randomly
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what the games looks like in full hd
will be better in UPBGE eevee
Last edited by onibge (12/27/19 11:12)
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Looks Good!
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Thx, i try to find assets to make it like what would have been Oni2. Not too much cyber-punk, something a bit more corporate
I have to modify those maps to make them less fps and more rpg ^^
Last edited by onibge (12/28/19 04:12)
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That looks very promising, keep it up.
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thx. I should resume the game dev in February. I will try to put the turbo
the map running in a fork of the BGE.
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just little video waiting i resume the dev of the game in February
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That looks like it will be fun to play
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it will be super fun to play :f just need more time to work on it since i'm doing no progress since many months.
Here below, i extend the map and add lights. As you can see, the game runs very fast on an entry level computer i bought 400€
Later, the main Character will have a team-mate (a blonde girl) and they will fight up to 5 guys in the same time. So beside animations, i need to create a very good AI
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It's definitely coming along! Your animations seem to be running fast here, is that intentional? Also, are you using hitboxes for collision, or actual bone-based collision?
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the animations speed are scaled on the fps, so as you can see my game runs around 120 fps x) while they were built for 60fps. But i like the nervous effect. I think there is an option to make it stable . Never tried it. 90 fps will be good
You mean, there's a hitbox for her whole body and i will use it to know when she's close enough to grab an enemy. But I still put little collision boxes n her feet and hands that only objects can react to . This way, i can make a door being dynamically smashed/open by a kick or playing football with a desktop computer (maybe too ambitious) For the combat, it's arcade style with some bone constraints. Physic based could be too unpredictable. I would say that only a dead body should be "ragdolled"
Trying to see if i can migrate to a more more modern engine
streamable.com/g26gt
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Okay, well just so you know, Oni uses bone-based collision. An attack only lands if Konoko's hand (or foot, or whatever body parts are marked as the attacking parts for that animation) actually connect with part of the enemy. So it is possible to use that approach for a game. The benefit is that successful attacks always have an impact that the player can see. The problem with hitboxes is that it's not always predictable or clear why a character was struck or why an attack failed. But of course with careful hitbox settings, this issue can be reduced. Right now your attacks look a bit "floaty" or disconnected because of the hitboxes.
Personally I think you're going to want to tie the animation speed to the passage of real time. Otherwise, characters will move more slowly when the game's FPS drops in complex areas, and very quickly when the scene is simple and the FPS goes way up. Locking the fps at 60 is a way to deal with the second problem, but it won't fix the first since it may be impossible to avoid dropping below 60fps at times, especially as the game gets more complex (multiple AIs, more physics objects running at once, graphical detail added, etc.).
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" Right now your attacks look a bit "floaty" or disconnected because of the hitboxes. "
nope, it's just because they are not done yet i already said it. I just fill slots. Working on perfect fitted animations will be a full part of the job. U will see
Last edited by onibge (02/16/20 15:02)
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Okay, I'll wait
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so, just showing that fighting with objects will be possible. Gun camera view.
PS : animations are not done.
Next video in 2-3 weeks
Last edited by onibge (02/06/20 06:02)
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Nice. Hitting someone with a PC is one thing you can't do in Oni
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and one now can throw the PC to someone too ...but also the garbage bin, chair, screen .. and soon a npc
implemented just right now. Video next week-end
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- looking at cursor when idling
-possible to play/pause video (with sound too, just didnt in this exemple)
-transparent building texture like in ONI (to avoid being hide behind)
-possible to take objects and throw them (even to npc's and make damages)
-weapons (just gun for the moement)
- improved game logics
still so much to do (remaking all the animations will be last step) , this is just a prototype to set the code right
Wait the day you will see the end result , it will be light years ahead of this demo Im gonna find funds to enrole people
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where are the other projects of making Oni2 ?
- Terribilis Studio (still working on it ?)
- ...
- ... ?
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Looks good so far. Before adding new features, though, you should consider refining the ones you have so that they look and feel good. That way it makes a good impression on people in video form, and looks like something they'll want to play. E.g., making the hits look like they're really connecting, refining the animations, etc. Then build on that with one polished feature at a time. After all, if you can't make these features look like a finished game within BGE, then it's better to know now, rather than after you implement rough forms of more new features.
Terribilis is still working on their Oni-inspired game, but I haven't seen any substantial updates from them lately. I think we might start seeing more soon, though, as the studio was working on another game and just shipped it recently. I'm not aware of any other Oni 2 projects currently in the works. There's a second Oni-in-Unreal project besides Terribilis', but I'm not sure it's currently moving forward.
P.S.: If you want more feedback on your progress, there are lots of people active on our Discord server: https://discord.gg/eqDMnkD
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hey, im on discord now. But it seems everybody is afk-zombies x)
i prefer do things the way around. As i'm main and only (for now) developper, i have to create parameters/possibilities and adapt my code as such : Opening slots, so people joining the project can easily review all the things independently. I just have to make the things visualy ok to attract people ( i hope i will ^^) . If nobody join, i will start to do everything myself
But yes you are somehow right as i start to come a bit closer to a stage i can conclude a very very simplified demo of the game : just a simple beat-em-up. The after extend the game to a true adventure-rpg game
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Yes, you joined in the dead hours of the server, but people are around now
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