<IrrRPG_Builder_LanguageFile version="1.0" default_language="en-us">
christianclavet wrote:Wow! Thanks guys!
I'll for sure be very happy to work together on this while I have time! Reading at your source code seem to have unblocked some C++ things I was stuck with and now it seem easy!!!
Virion: Thanks! Theses anims will serve for testing the engine, happy that you like them!
Right now, I've upgraded theses (still need to recompile this on codeblock) so that could work also on linux:
- The animation system is completely revamped. Now the AI support theses states (only player ATM): IDLE, WALK, RUN, ATTACK, INJURED, DIE. My current build show theses actually (IDLE, WALK, ATTACK, INJURED, DIE).
- Each animation can use another file. (My preferred way) instead of assigning frames inside the same file. But can work/compatible both way. So we could have a file containing all the attack animations for example. It can be defined in the XML file, the application still is compatible with the old format. (original release)
This new system will permit the use of added equipement re-using the animation of the player so it will move the same as the player. The equipment/weapon need to be skinned on the bone setup of the object. (I will try to make a tutorial in 3DS Max to show how it's working)
- Reworked a little the LUA scripts of the SAMPLE, but will improve them again when the combat system will be working. The frogs are attacking the player, the player can kill them (displaying their stats) and the player can die with a panel asking to restart...
- Added LIFE and MONEY to the dynamic object, I want to give the same states (and much more) so when their health is modified it will trigger the proper animation automaticaly. (As it's done with the player now)
Here is my plan for the next steps:
The next thing to do is that the dynamic object have a type (NPC, INTERACTIVE, NON-INTERACTIVE). The NPC type will use it set of animations states (SPAWN, WALK, RUN, ATTACK, INJURED, KNOCKBACK, DIE, DESPAWN), the INTERACTIVE will have theses (CLOSED, OPEN). Non-interactive will have only 1 animation state (IDLE)
After the dynamic object NPC can have the same state and behavior as the player, I'll be able then to get on the combat system with the rules (calculating points of damage, based on properties (strenght, stamina, etc.) and implement DOT damage properties (poisons for example)...
EDIT (nov 7, 2010): Just checked the game compiling with CodeBlock, fixed a little thing, now it seem to run as before. The new stuff is in the file. Updated the Codeblock project so Codeblock can also be able to produce a Release version (win32).
This current release does what I described earlier (improved animation system), the player now as an idle animation (really quickly done to see if it work) in a separate file, you can look how I've done that by looking at the XML file for the player. There is also a generic script for the player, and one for a generic enemy. So setting a "quick" game can be done in a couple of mouse click with NO SCRIPTING at all..
The current update file is now around 20Mb, I just hope the code will still compile fine on Linux.
http://www.clavet.org/files/irb_alpha1_update.zip Same link as I presented this week. I just update the same file.
Users browsing this forum: pera and 1 guest