@ohgodrhys
tumblr dot com
šŖ¼
"I'm Dorothy Gale from Kansas"
cherry valley forever

tannertan36
Keni
taylor price
TVSTRANGERTHINGS

shark vs the universe

JBB: An Artblog!
h
Show & Tell

ē„ę„ / Permanent Vacation
almost home
Cosmic Funnies
Acquired Stardust
$LAYYYTER

ā
sheepfilms
seen from India

seen from Canada

seen from Italy

seen from South Korea
seen from Chile
seen from United States

seen from United States

seen from United Kingdom

seen from United Kingdom
seen from United Kingdom

seen from United States
seen from Taiwan
seen from United States
seen from United States

seen from Malaysia

seen from United Kingdom
seen from Chile
seen from Bosnia & Herzegovina

seen from Russia
seen from United States
@bryansdailies
@ohgodrhys

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch ⢠No registration required ⢠HD streaming
Out of synch (again) #kittycatandmanlyman #pascalcampion
favorite things to see on here
- posts about soup
- posts about bread
- posts about onions and garlic in a pan
- pictures of kitchens
- pictures of fresh veggies and fruits
- posts about cooking as an act of love
x x x x x x x x x x
STUDIO GHIBLI + RAIN
My Neighbor TotoroĀ (1988) Only Yesterday (1991) Spirited Away (2001) Kikiās Delivery Service (1989) The Secret World of Arrietty (2010) The Tale of the Princess Kaguya (2013) Ponyo (2008)
[ part 1 ] [ part 2 ]

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch ⢠No registration required ⢠HD streaming
āFrom that rooftop, what if you leapt onto the next roof, dashed over to that blue and green wall, jumped and climbed up the pipe, ran across the roof, and jumped to the next? You can, in animation. When you look from above, so many things reveal themselves to you. Maybe race along the concrete wall. Isnāt it fun to see things that way?ā ā Hayao Miyazaki
HOWLāS MOVING CASTLE (2004) | ćć¦ć«ć®åćå (2004)
ASCII art 10,000
āItās something to doā sIRā
DUDE
spike
Important ideas to consider when creating characters who are black and indigenous people of color. (x)
ADNC - New Combo System
Good combos in video games are insanely difficult to architect. When people notice that something is wrong theyāll say things likeĀ āThe combat is floatyā,Ā āControls are unresponsiveā, or my least favoriteĀ āCombat is brokenā. Here Iām going to cover our custom combo system in Unity and the core programming principles behind it.
The Node Graph Planner
To date we have around 23 unique combat nodes for Coal (as pictured above). The resulting graph for maintaining it is pretty easy to use and magically gets optimized when everything boots up. That said letās talk about how I failed miserably trying to build this thing 3 times before I came up with the current solution.
Originally I tried to put all my graph information into an individual file. After just three attacks I had 700 lines that I couldnāt maintain. After that I tried finite state machines (FSMs), problem is they werenāt easily editable and lacked the hooks I needed for meta data. When that didnāt work I moved onto behavior trees (BTs), hoping I could make it work. What I ended up with was around 100 nodes for around 14 attacks. It was better than all previous solutions, but still not what we needed.
After that I came up with what I call a Node Graph Planner. Itās a combination of an FSM and BT that allows me to magically traverse my tree to create simple maintainable flowing combos.
Full screen print of the finalized node graph planner above.
Architecture of a Node Graph Planner
I broke up my Node Graph Planner into several different pieces for a data driven design. Iāll try to explain what each piece is and how it works.
Action NodeĀ - Each individual node on the graph. These are used to indicate a particular attack is ongoing.
Parent Container Node - These guys are used to group individual actions. They also allow attached transitions to automatically be passed to all children. This is how we pass uppercuts to all grounded combos and slams to all aerial combos.
TransitionsĀ - The little blocks you see at the bottom of each graph node. These determine if a new node should be triggered or not. Each one takes a customizable input monitor. See inputs for exactly how those work. Transitions also support a delay which is extremely important for timed attacks.
Actions - Each node has an action that is executed by it. These determine what actually happens to the player and how they go about attacking enemies.Ā
Action Sequencer - To rapidly prototype and create new simple attack animations / actions I rolled a custom sequencer. It supports some really cool functionality like physics overrides, camera shakes, and other nifty tools.
Inputs - It should be noted that for the transitions I create a custom input library that wraps Unityās 3rd party plugin Rewired. This way Iām now able to rapidly prototype different kinds of input monitoring beyond basic button up and down commands.
Lifecycle of an Action
Each action follows a basic lifecycle similar to the following numbered list. In addition to the following I made receive damage and hit hooks available so I could adjust attacks according to collected combat information. Allows us to only shake the screen when hitting enemies, only float in the air if actually hitting an enemy, and many other interactive environment applications.
Reset
Attack Begins
Buffer Monitoring - Monitors and stores the next valid attack before itās enabled
Update - Continue until buffer is enabled or attack is complete
Attack Ends (also triggers on cancel)
How Long Did It Take
The short answer isĀ āTOO DAMN LONG!ā We knew this combo editor had to be rapidly customizable for new attacks and able to handle any kind of special move we threw at it (uppercuts, slams, dash attacks, ect).
Since this is such an important game element that weād need to adjust rapidly based on user feedback too. That said it took 200 hours according to toggle.com to write this 4th iteration. Quite a few hours were dumped into this, but I think our users are going to love the fluidity and control it gives them over combat. This was the last major tool I had to write so Iām looking forward to assembling all the alpha libraries next so I can start rolling more content again.

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch ⢠No registration required ⢠HD streaming
ADNC - New AI Battle System
For a couple months now Iāve been working on re-architecting many of the combat systems in A Dragon Named Coal. One of the systems that had to essentially be re-written from scratch was the artificial intelligence (AI) for NPCs. To rewrite the AI I broke up what was a simple reaction based AI. Into a more complex 4 stage system. The resulting project headed the video result. Each color is a team, with healers marked by an arrow, and regular units displayed as normal. Youāll notice that healers are eventually hunted down and killed over time due to the extreme aggro they generate when healing a unit. As expected the team with the last healer survives the encounter.
Above GIF shows the basic result. To see the debug data and shared relationships watch the YouTube video below.
So how did I create the above AI? Well we ditched the old crummy reactionary AI we had. The old system was pretty shameful when I recently re-played our old pre-alpha. I pretty much felt like I had created this.
To fix our AI we broke it up into a complex 4 part system.
Alarm System
Pathfinding
Targeting Filters
Team Manager
The Alarm System is responsible for determining when an enemy is encountered and if it can be seen. The coolest part of the alarms is they can send summon commands to nearby allies in a certain radius. Resulting in alerting their allies of an intruder.
Pathfinding was pretty complex. We had to break everything up into 3 categories.
Seekers: Recurring command to find, flee, or strafe towards a target
Links: Logic used for complex movement like jumping
Movers: Override logic for knockback, teleporting, ect. Anything that overrides seekers and links.
Each unit has its own aggro score and filtering library from the Targeting Filters. These are managed by the Alarm System in the linked unit data. My favorite part about this library is it can easily target units based upon health, distance, aggro, and even find groupings of characters.
The Team Manager is pretty simple, but it gives us the ability to designate multiple factions. This will really make a big difference with factions in ADNC that you can ally with or last out against.
Ultimately all the logic we created is useless on its own. To tie it all together I used a simple Stats object with the amazing Behavior Designer library for Unity. I had to write a few custom behavior tree commands for it, but the APIs carry the heavy load so they were all just a few lines of code.
That about sums up the library. If you have questions iām more than happy to answer them in the comments below.
Brouhaha
#pascalcampion
Here is the full version of my first comic for The Nib, which went up yesterday.
instagram/ patreon/Ā portfolio
This is still constantly on my mind.Ā
Minna SundbergĀ -Ā https://hummingfluff.tumblr.comĀ -Ā https://twitter.com/sssscomic?lang=esĀ -Ā https://www.instagram.com/hummingfluff/?hl=esĀ -Ā http://www.minnasundberg.fiĀ -Ā https://society6.com/artdcomic

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch ⢠No registration required ⢠HD streaming
this is the most underrated part of rockinā and rollinā yoda
imagine if the oceans were replaced by forests and if you went into the forest the trees would get taller the deeper you went and thereād be thousands of undiscovered species and you could effectively walk across the ocean but the deeper you went, the darker it would be and the animals would get progressively scarier and more dangerous and instead of whales thereād be giant deer and just wow
you have a beautiful imagination
this gave me chills