The camera follows your knight. That was one of the first things we built for the side view, so running and fighting stay on screen as you move through a level. #gamedev
Magisword Knight - Backgrounds, before and after. Every level used to sit on a flat wallpaper; now each region has its own pixel-art sky. Wishlist on Steam #gamedev#pixelart
A six-swing ground combo was our first real attack. Pressing the attack button chained the next slash, and we later made the knight step forward with those swings. Walls blocked the step.
We added quest markers over townsfolk pretty early. Talking with the interact button started a short chat, and finishing it moved the marker on to the next person.
The joys of being a gamer parent...
My son thinks he's waiting until Christmas for Ocarina of Time, but it's hiding under the dirty clothes he told me he'd pick up two days ago... 🤷♀️
His first puzzle awaits. 😅
UniRig
Automatic skeleton and skinning for any 3D model, from SIGGRAPH 25
UniRig predicts a skeleton and skinning weights for a 3D mesh so it is ready to animate.
It was built by Tsinghua University and Tripo.
One model handles humans, animals and unusual shapes. You run skeleton prediction, then skinning, then merge the result back into your file.
The authors now also point to SkinTokens, a successor that does both steps in one pass.
https://t.co/a9i0c9Qvcg
Jumping was one of the first things we built for movement. The arc rises fast and falls a bit heavier, and you keep steering midair - so landing on platforms feels forgiving. You can also jump up through one-way platforms from below.