@scattergrunt Thanks :) I'm fascinated by how many people are developing games these days. On the other hand, I also have to say that with this knowledge of how games work, part of my passion for gaming fades. Despite everything, I think that games like these should NEVER die out and that's why I'm going to focus more on game development. As long as our world is still standing, I still have a lot of programming to do.
This looks pretty good. I always love the sewer lvls, one of my favs. This lvl just needs those spiky enemies and also the guys with the flamethrowers. 😊
Thanks for the feedback :) I ran the animation frames from slow to fast. Unfortunately, as soon as I go further down the frames, Crash's animation seems like it's in slow motion. I think it looks less attractive when you can see the different frames due to the delay. Unfortunately, I haven't found a way to pack the animation into a gltf or fbx model without running into problems with multi-textures. This means that I have to update all individual frames with the delta time so that I don't have any problems with the textures or the models in general.
Looks neat! Im glad to see more people making games :)
@scattergrunt Thanks :)
I'm fascinated by how many people are developing games these days. On the other hand, I also have to say that with this knowledge of how games work, part of my passion for gaming fades. Despite everything, I think that games like these should NEVER die out and that's why I'm going to focus more on game development. As long as our world is still standing, I still have a lot of programming to do.
This looks pretty good. I always love the sewer lvls, one of my favs.
This lvl just needs those spiky enemies and also the guys with the flamethrowers. 😊
The spiky Robots are the next NPC, where i will add into this Game ^^
Same I like sewer levels
This is cool, I honestly love the way crash moves in just a few frames per second. Weird, but appreciated choice nonetheless
Thanks for the feedback :) I ran the animation frames from slow to fast. Unfortunately, as soon as I go further down the frames, Crash's animation seems like it's in slow motion. I think it looks less attractive when you can see the different frames due to the delay. Unfortunately, I haven't found a way to pack the animation into a gltf or fbx model without running into problems with multi-textures. This means that I have to update all individual frames with the delta time so that I don't have any problems with the textures or the models in general.