RastermanVector

  • Apr 29, 2020
  • Joined Apr 28, 2020
  • 0 best answers
  • @Megalomaniak thanks for the insight. I'm not sure It completely relates to what I'm trying to pull here - we're not looking for the Brute to hold the Runner (let's call them that), but for the Runner to be on Brute's shoulders.

    Just to add some detail for better understanding (this thread might come in handy to someone trying to do a similar thing): We're triggering the "enter" animation when X positions of the two characters meet and then upping the Ypos of the Runner to be in the correct position relative to the Brute. There is an aiming mechanism involved for the throw.

    The exit animation is actually the Brute reaching with his hands and throwing the Runner. I still have to figure out how to achieve this for it to look fluent. Animating the enter animation (climbing and sitting on shoulders) can be done by utilizing what @TwistedTwigleg advised - having the Runner going behind the Brute, hiding the individual Runner sprite and adding him temporarily to the Brute's animation. The throw is still something I have to figure out, I'm probably going to have to think of a similar trick, but in my head, this is still not working.

    Btw, my inspiration came from Donkey Kong coop, but I'm looking to incorporate it in 2D (In DK, even the old ones, this was done in 3D). Although doing this in 3D is an option, it's something I'd rather not do because I'm not that versed.

    Here's a quick sketch of mine so you can visualize what the "Merged" mode is supposed to look like in terms of composition.

  • Hi @TwistedTwigleg !

    Thanks for the extensive answer, I already see it helping out in more than one way in the future.

    For this particular endeavor, the setup is a 2D sidescroller. The idea is to have a fast, jumpy character being able to climb onto a brute who's higher to reach his goal, so, the characters are of different sizes and animated differently.

    Now, I'm still looking into what the best course of action regarding animation is, but I'm probably going to use DUIK for After Effects and it's rigging system to ease the process of creating all the necessary loops and actions. As far as I'm aware, there's no direct way to use my SVG animation in Godot (I'm really hoping this will be incorporated in one of the future verisons), so using a JSON exported by AE is out of the question.

    This means I'm probably going to export a PNG sequence for each animation and use Godot's Sprites to wrap it all together. If you have any words of advice other than what you wrote, please share, but the fifth paragraph of your reply really makes sense and is applicable to my situation.

    Thanks a lot, for help and for the warm welcome! I'm really looking forward to using the forum more often as we go on figuring out Godot.

    Ivan

  • Hello,

    I have a seemingly simple task that I have no idea how to approach. I searched through and through, to no avail.

    I'm making my first two-player game with a friend. It involves characters that are co-dependent - One of them can climb the other one's shoulders and jump off. All animations are separated, except for when the shoulder ride is taking place. I want one foot and one hand of the upper character to "protrude" over the shoulder and head of the bottom one if players choose to enter this "dual-mode" (Like this: )

    Does anyone know how to approach this? Thanks in advance for anyone who points me in the right direction.