This RPG of yours is coming along very nicely. I like the clayish style you got going. Do you do all your art work as well? Can you explain what techniques you used to make the animations work in XNA? Will we ever see a code sample of this?
Keep up the good work, your blog is the must interesting XNA blog at the moment.
Thanks Karl. Yeah, it's all my art as well. In my professional alter-ego, I'm an artist by trade, so I come well equipped for it.
Animations... heh heh. Well that's a bit of a sore spot. Truth is I haven't written anything for animation yet. I saw that there were a bunch of community projects already on the burner but not quite there, and I've only just done the whole animation thing at work *again*, and I and I haven't had a chance to get into any content pipeline stuff, and I really wanted to get somewhere quickly, and so I got a little bit lazy and...
It's just mesh animation. As in, there's a mesh. Per frame. It's so old school, it hurts. But it was quick and dirty and got me to working on the parts I care about quickly. I may replace it with proper skeletal animation, I may just write an optimised content processor for it. I dunno yet. It's currently a contributor to the claymation look, so it may stay.
As for code samples... I may release the whole thing when I'm done anyway. As long as it doesn't become even more embarrassing along the way. I have a career to think about!
3 comments:
This RPG of yours is coming along very nicely. I like the clayish style you got going.
Do you do all your art work as well?
Can you explain what techniques you used to make the animations work in XNA?
Will we ever see a code sample of this?
Keep up the good work, your blog is the must interesting XNA blog at the moment.
Thanks Karl. Yeah, it's all my art as well. In my professional alter-ego, I'm an artist by trade, so I come well equipped for it.
Animations... heh heh. Well that's a bit of a sore spot. Truth is I haven't written anything for animation yet. I saw that there were a bunch of community projects already on the burner but not quite there, and I've only just done the whole animation thing at work *again*, and I and I haven't had a chance to get into any content pipeline stuff, and I really wanted to get somewhere quickly, and so I got a little bit lazy and...
It's just mesh animation. As in, there's a mesh. Per frame. It's so old school, it hurts. But it was quick and dirty and got me to working on the parts I care about quickly. I may replace it with proper skeletal animation, I may just write an optimised content processor for it. I dunno yet. It's currently a contributor to the claymation look, so it may stay.
As for code samples... I may release the whole thing when I'm done anyway. As long as it doesn't become even more embarrassing along the way. I have a career to think about!
"Keep up the good work ..."
Bump!
Post a Comment