tomcat wrote:PayItForward wrote:long time no hear but I finally managed to finish the demo.
Congrats on the release of the game! That's a lot of work!! I'll try to find time to familiarize myself with it soon.
Thanks much for your kind words and for playing the demo, Tomcat! And, yeah, making the demo was quite difficult at times and some things that seemed to be easy at first took me a long time to achieve.
tomcat wrote:I haven't gotten to the end yet, but so far I haven't noticed any critical glitches. Looks nice.
Happy to hear that.
tomcat wrote:For some reason, the character before doing an action turns around himself.
I know this, sadly. This is an behaviour that happens sometimes
(i.e. when animating the character) for reasons I don't fully understand because it doesn't happen with all animations. In the end I don't think there can be done much about it within the scope of the AGS engine
(which has clearly its limits). I hoped to find a work-around and tried multiple commands and different ways to code it but I never had a satisfactory result.
tomcat wrote:It will be convenient to make the menu call by "esc".
Thanks for the heads-up but using 'F5' is the default setting for calling the options menu. I'm not sure it can be changed but even when, I don't know how to do this.
Regardless if it's possible, using 'ESC' seems peculiar to me. Is 'ESC' used in Russian games often to call a menu? I'm not much of a gamer but off the top of my head 'ESC' is mostly to abort actions, close menues, etc.
tomcat wrote:How did you manage to assign the character animation from Bandai Namco Research Motiondataset?
I think I never used a Bandai animation with the makehuman rig, or did I? If I remember right I included Bandai in my credits because I imported their animation data with the standard BVH skeleton into Blender and used that as an animated background after which I manipulated my makehuman rig manually. Some of my animations have only two or three individual frames so this wasn't a huge effort.
