#Crawler
1 messages · Page 1 of 1 (latest)
Delightfully terrifying
some counter throw shots
lol I think its funny. im just messing with ideas. I have two counters, one for being small and another for big guy
dark souls style swallow into being fuckin deleted
air control. changed these values around
problem is its one size fits all. I was messing with collision scaled up. not sure how to go about making it character specific atm
that makes sense; also how i planned on doing it for the cats lol. definitely needs to be toggled while against applicable walls
yes
the game told me to stop playing, as it closes itself
since then added blood and sound
idk if it'll work cus im having issues with the camera following along where the mobility bone moves too. seems to like to just move front, back, side to side. the camera.
need it to move up and down
will the Culling range be increased at all in the update? so bigger characters dont vanish as much?
So like it seems, and I may be wrong but for throw, it seems only the thrown/being thrown animation is limited to a low number of frames. Whilst the thrower/one doing the throwing, isn't.
currently what the mobility bone looks like in animation, versus what it does ingame. I kind of expected it to take height into account when you place the mobility bone up or down.
I think @halcyon osprey made a pull request for this? I don't remember
finished wall anms.
ok I made the small and larger characters have separate wall/ledge anms. so it'll look right wallrunning and the like. I think I replaced pretty much all the main character animations with new one. didnt try ledge grabbing, turned out alright
last thing on the list in color pallette. then its done I believe :3
it's so colorable :3
this is crazy work