Jeremy

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About Jeremy

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    Animator

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    PC gamer
  1. Since a week now, I am no longer working on Ground Branch. Despite being part of this project for 18 months, putting great efforts into the work I did on the characters, rigging, skinning and of course animating, and eventually getting close to our first release, John has decided to exclude me. I know my work was appreciated by many so thank you for the support and the kind words. I won't be around here anymore, so goodbye to all of you. Jeremy
  2. It's not meant to be a weaver stance. And maybe not a proper isosceles either because of the feet placement. I haven't heard dynamic isosceles before, but maybe that is exactly what it is. The upper body facing forward more or less, yet with one leg in front of the other. This is primarily how the feet are placed when using the rifle. So when transitioning to your handgun, you don't make any adjustment steps. Animation wise, it doesn't matter if one leg is in front of the other. But I think this is easier to blend with a walk, so currently no extra animations are needed. Since everything is in progress, we can change anything, but for now it seems to work this way. Yes thanks, I thought so too. And because it's more practical than having it hanging in front of your legs.
  3. Actually, the "45º close ready" as you call it that John showed isn't the close ready but the low ready. I made it a bit more compact with arms more retracted. The actual close ready is I think more like you want it to be. Here's a screenshot of the the close ready position:
  4. That could be, but since Flogger was referring to my post and suggesting an automatic feature by the game, people might think that it is what I meant. But that wasn't the case. Yes having two different keys for that will work fine. The "button pressing techniques" I refer to, is the 'holding' or 'tapping' for the two different reloads. How long is holding the button enough for it to be one type of reload? How quickly must the button be released to be the other type of reload? I'm not sure but it could be problematic considering how fairly quick any reloading action is, and how different the 2 different movements are, if you compare a speed reload to a retention reload. In one the support hand reaches for a mag on the belt/pouch, in the other the support hand removes the mag from the rifle... So I don't know if it's possible with tapping/holding, as I think that it needs to be immediate once you've decided on the reload. Although I wouldn't be surprised if Kris would get it to work. I just think it has to feel right, be intuitive enough. But no matter what different method we may come up with, what works or not can only be found out by testing.
  5. You guys misunderstood. There is no need for the game to take over, to discern the situation or anything. Going on-target or off-target is 100% player controlled. As I already mentioned for those who didn't know, you press a button to toggle between the two. That way you decide as well what kind of reload you want to do.
  6. I have another idea on how to approach the reloading. Instead of having button pressing techniques, I'd let the position you're in, dictate the reload you want. When the weapon is out on target, and you reload, a speed reload is made. Obviously when you're engaging targets, if you really want to reload then it better go fast. When you have the weapon in, you're off target, and you decide to reload, a tactical/retention one is made. Like already said in this thread, why would you waste a mag? Of course you want to keep it if you have the time. And apparently you're not engaging anyone so I guess that's a good opportunity to make such a reload. So I think this is a more natural way to deal with this. On target: speed reload, off target: tactical/retention reload. (For those who are not aware of this major gameplay feature, you can switch between 'off target' and 'on target', for example between low ready and engaged.)
  7. Novusordo, I think the confusion comes from how you choose to name the different types of reload. What usually is called a "tactical reload", is where you spare the magazine and store it for later use, which is indeed a slower kind of reload. The quick emergency reload where the mag is dropped, is commonly called a "speed reload".
  8. Yeah, playing as Alien/Xenomorph took a bit more skill, climbing all over, but once you got used to not being on the ground all the time, it was awesome. I had one of the best multiplayer memories with AvP1. Played once as lone Predator against maybe 10 marines. Wrist blades, shoulder cannon and medikit only (were there even discs in AvP1?). I think they got me only twice during the whole game when they teamed up using proxy mines. But that wasn't fair, they were really easy prey. It ended with most of them quitting the game in frustration... I had a blast though.
  9. Ah yes, I see the resemblance... but is she suppose to have that much facial hair? Big congratulations to the whole family!
  10. Haha, that F-117 with cargo space and no room for an engine... At least that scene makes up for it So the movie to guess from Psychomorph was S.W.A.T... But I think the movie Nemesis was on to, involving planes and Wesley Snipes is maybe Passenger 57..?
  11. Nothing beats oldschool TR. I enjoyed the new reboot as well, but not enough puzzles and explorations in to my taste. Kind of what made the originals special. And the old ones are real 3D platformers, which is a type of gameplay I enjoy, but I can understand that such things can change with a complete new take on the series. I haven't played Anniversary, I thought they added a few things to it? But yes it is essentially a true remake, which is very nice. Oh and how's the music in it? I really liked the mystical sounding soundtrack. I guess I'll have to check it out.
  12. Loving the Tomb Raider screenshots. I remember getting the first one to my Sega Saturn. Yes they've come a long way. Yet I prefer adult Lara than teen Lara. In the last one she's just scared and miserable all the time. Will be interesting to see what they come up with in the future.
  13. Have a great day!
  14. Adding some of my views... When you jump, you bend your knees first, and then jump. So if the action is divided like V2 suggests, i.e. pressing first, then jumping on release (or earlier if pressed too long), it will make the animation look more natural. So from an animation stand point, this is a good solution for the jump action. Now about jumping. Obviously as you guys state, if you're carrying a lot of weight, you won't be able to jump that high. But the real question isn't how high you can jump, but how, or more exactly, when do you jump? Let me give you an example: (This is IRL I should add.) You're standing next to a table, and you want to stand on top of it. How do you proceed? Forget the extra 20kg, you can stand in your underwear AFAIAC. I'm also pretty sure most of us are physically capable of jumping that height. So, do you jump up to get on the table? I would say no, you don't. That's a waste of energy. Instead you maybe get one knee up, or make a high step, push up with one hand etc. You tend to do what's easiest and fastest. You jump more often if you need to clear a ditch, which is a jump over a length. Or maybe jumping down from some height, which isn't really jumping, more like a small skip and a hard landing (depending on the height). But for getting on higher places/obstacles, you tend to climb more than jump. So why do we think we need to jump to get to a higher position in games? This is just my theory, but I think that it comes from the old arcade games, platformers like Mario. If you look at games like Counter Strike, despite having non cartoony human characters, the movements in there are totally unrealistic and pretty similar to Mario. Everything that isn't ground level, you need to jump up to. And that has more or less been kept as standard for all arcade games, from Quake to today's modern shooters. You know, the only old platform game that comes to mind, that had a realistic approach and yet had a lot of jumping, was Prince of Persia (to be clear, the original 2D side scrolling game). That game took inertia into account, and the jumping was mostly done horizontally, for jumping over big gaps and such. The only vertical jumping was to reach (with your hands) higher ledges to be able to climb up onto them. So that's a pretty good example on how different jumping can be even in games. Keeping jumping within realistic limitations will automatically eliminate all kind of unwanted gameplay. Jumping won't help you dodge bullets, so no "bunny-jumping" will be possible. And no "crouch-jump-crouch" jumping either, even if that wasn't really suggested. We're not frogs, jumping like that is just silly. But we do jump in real life, so to me jumping is a must. It just depends on the situation.
  15. PR

    Cheers guys, I appreciate the kind words WhiteKnight77. @Feertti, I'm sure you'll soon see more animations in Kris' news updates.