Demos Progress and Animation Updates
Added 2025-03-07 13:25:47 +0000 UTCHey everyone,
I wanted to take a moment to share an update on the progress of the game demos and address a few challenges I’ve been working through. As I've explained in previous posts, I've improved the animation system in order to achieve more fluid movements, which consisted of adding layers of animation to the character.
However, during testing, I ran into an unexpected issue with the final build. It turned out that a function I relied on for the animations only worked within the editor, and this wasn’t clearly documented. This meant the animations didn’t function as intended in the build, despite working perfectly in the editor.
I’ve spent a lot of time finding a solution that preserves the scene setups I’ve already created. I’m happy to share that I’ve successfully reworked the system! I’ve managed to keep the scene configurations intact while redirecting them to a custom function I developed, which now triggers the animation layers exactly as planned.
That said, there are still a few improvements I’d like to make, along with additional testing to ensure everything runs smoothly. I’m also working on fixing the messaging system, which isn’t quite ready yet. Because of this, I’m asking for a bit more patience—just a couple more weeks—before I can deliver the demos to you all.
Thank you so much for your incredible support and understanding. I'm doing my utmost to make all this waiting pay off in the best possible way.
Comments
Hello, Thank you very much for your message and guidance. I’m grateful for your support and for following the updates. You're absolutely right about the transition from theory to practice - it's usually when the real challenges reveal themselves. In this case, the problem was caused by a function that controls the object that separates the animations between the body parts. The engine's animation system simply ignores this object after compilation and only the last setting is retained. It's easy to get carried away in the pursuit of perfection, but you're right - there will always be challenges, big and small. I'll keep that in mind and focus on progress, rather than getting discouraged by obstacles along the way. I'm usually very happy just to know that people are interested in my work, so it's very rare for any feedback to affect me negatively. Whether it comes from polite people or not, I think I have no problem managing it. I really appreciate you reminding me to take time for myself, too. It’s easy to get lost in the work, but stepping back and recharging is just as important as pushing forward. Thank you again for always taking a bit of your time to leave some kind words for me. I’m excited to share the demos with you soon, and I hope they’ll reflect all the effort and care that’s gone into them. Take care, and I’ll see you around! Best.
MaliXe
2025-03-10 00:48:55 +0000 UTCHello, Once again, thanks for keeping us up to date with your progress on the game, it's always great. It's great if you've managed to make your system work beyond the publishing system. It's often when you go from "theory" to practice that you discover the problems. I'm curious to know where the problem between the two comes from Take your time to make your adjustments, but don't forget that even if there are imperfections, it's not serious. There will always be bigger or smaller problems and unforeseen events. Don't let that discourage you from trying I'm also going to go out on a limb here and tell you that despite all your efforts, there will always be people around to tell you that what you're doing isn't right for no reason whatsoever. Don't take this for granted and only listen to constructive criticism. Don't forget that those who really love your game will support you and help you to see the flaws in a positive light. Take some time for yourself too. I'm sure that the demos will be worthy of your efforts, which are evident in your progress and in your posts here. See you soon
Archy_TaxiWhy
2025-03-07 14:59:14 +0000 UTC