dev blog 4 24/03/25


We're back and in a rush. Work's been pretty full-on with lots of 2 and 3 AM nights working with the Germans and waiting for the Dutch to respond to emails—just the usual. However, this does mean I'm a little behind on my work here, but if I can smash these out one a day, I'll catch up in no time. Anyway, started off (when I wasn't behind) by making my little man. He's very cool and looks human-esque, so can't complain. I did the whole vertices thing, but I know what I’m doing now to cause that. It turns out if you extrude and then right-click to cancel it... it doesn't cancel it. It still makes the new face, only it doesn't bring it out, which is realistically stupid. Whoever set that up needs to be poked in the eye.

(Mr Man after being boned hehehe)
Putting the bones in was actually quite easy and I had no issues, as I recall. If anything, it was just my bad model that made it hard, mainly the shoulders since I didn’t make my model T-posed.


Now, I only just found out all the GIFs I made of my animations are too big...

So all that gets to be in this post is the waving animation (the only one small enough).

Which, wow, I loved doing! This has to be one of the first things that I’ve taken to like a fish to water. This was really easy and simple. The only issue I had was making the walking/running animation loop nicely. I'll learn with time, but it either stuttered at the end or hung just a second too long, which I got around by making the animation end ever so slightly before it loops, so it hangs just a little. But when in-game, it’s barely noticeable.

The only issue I had was that the bones didn’t connect to the mesh, and when I tried to parent them, I got the “Loop in parents” error. So, I just unparented the bones and then reparented them, and boom, it fixed it.

All the animations were the easy part—the real slog was getting it all in Unity and working. Had some weird issues with code, which took little work to iron out. And as I said before, all my GIFs are too big, so there aren’t many images of my progress since I made them all GIFs (because it’s all animation and movement). But, oh well. Anyway, had some issues with the movement. Turns out, if you screw up the very sensitive player controller dimensions, you can turn but can’t move forward (at least using the code in the walkthrough). So, I spent ages working on the code for it to not be a code issue. The door code was no issue. I ended up using the bool method when setting up my walking animation, which just checks the current velocity and then makes the bool true. The only issue with this is the walk animation also plays when turning, since it’s not axis-dependent.

ight I've been doing work and this uni work since about 8AM and its now 10PM so imma leave it here, i know im missing some things i had issues with but im so tired and i dont care theyre fixed now.

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