got weapon swapping and grenades implemented. I really gotta make a new map for this kind of aesthetic but making maps is the part of gamedev im the worst at
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@SlickestRamen thanks! Each moving piece is a separate vertex buffer and I move/rotate them each individually using matrix stacks. It's all an illusion of skeletal animations haha
if you make an invisible 2D ragdoll in gamemaker, and then translate each limb's position/rotation to a 3D model, you can get some convincing ragdoll physics - assuming everything is on flat ground
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@CD_Legasse yup! I'll be doing that for the arms. For the legs though, since the collisions are from a sideview ragdoll, the 3D model ends up in an upright lunge position and never falls over since the ragdoll can't fall sideways in 2D
@RowanFuture exactly right. only issue I have with this so far is that the ragdolls won't get any sideways movement. it's only forwards-backwards stuff.
@Kanomeister my approach for the offline AI is just 3 different dot products of the forward, right-hand, and upward vectors checking against the angles towards the enemy. rolling/pitching/yawing accordingly. its a bunch of nonsense but its working
hey all, I'm still working on this. just been busy with life and moving. newest updates are new death cameras, more screams, and new networking code to make the game Peer to Peer without needing an outside server.
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little unlockable charms for your gun? sure why not. lord knows how long it took me to figure out the math behind the swinging physics
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Got a little intro sequence at the start of a match, and some subtle red rimlighting on enemies. Not gonna lie, I'm pretty happy with this
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