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Continues from the last journal.


So, while I was doing all these things,this thing happend.

It's a bug. It was not what I intended. but the fact it's a new graphic that I got without any time invested made me think of its use. and then I realized, that it was exactly what I needed for the next step.

If we place these textures with different length to each frame, as if it is moving, we can make it looks like it's shooting itself to another point.

The bug itself was a solid example of bad coding, not initializing parameters properly. But hey, it gave a nice graphic.

And of course, we can reverse it to make it goes backward.


With that, we have everything we need for a monster movement. Though, it's really bland, isn't it? We can add more 'effects' on it to make it more alive.

For example, we can make it 'bounce' after it stretched to another point. Bouncing effect genarlly can be comprehened as the following.

- The one has thickness changes, with certain frequency, but change diminishes as time passes.

We can change thinckess easily as we already know how to do it, changing control point distance. Certain frequency can be managed with sin waves, and we can make signal diminishes by using linear fractional function.

And it works like magic.


For the final touch, if we add a ready(and stop) animation on its idle texture...


Now we have full circle of '???'s movement animation.


But our journey is not over yet. Extra stuffs are in progress at the moment. Thanks for reading these all the way and I'll see you on the next journal.

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Comments

CarameLatte

Wow this is looking so good! It's great that you got results from this effort!

DoomMaGeddon42

Damn! This looks amazing! Great job!

dijitz23

It's cool getting to see the way it's made and the effort it takes. Fantastic!

Anonymous

so amazing work, about the name, maybe a "gummy slime", "slimy slime" or "sticky slime"