Meet Ramiro the Ram! our new character, actually it is there since a while ago but now is time to put it in game.
He is the male sheep, the Ram protector of all Mandy’s around, and will not hesitate in hitting if you get too close to them!
This week we got the sheep game (catching, throwing, animations, etc) working at a level we can move on to other games, like the piranha, rat, buck, turtle? and its logic.
But still there is a lot of things to do/tweak in our levels/hud/effects and here is where we can use your help, we have this character, the Ram, but no animations still, there are scheduled for the next week (not the one that starts tomorrow monday), so we thought that with the nice response we had with the “Animate Frankie!” post, we could try this again and let people contribute with their own animations so when the next week starts we have some already there, for tweaking/integrating and some nice extra time to work on the levels or make even more animations, we can always re-schedule
What are we looking for?, this character doesn’t have any animations yet, so we can use any kind, but most needed are:
WalkCycle
RunCycle
Idle animations
Hit / being hit (by a nut)
Being kicked
Death animation
Drowning
Charging to hit with the horns, pissed off animations, everything you think will fit to this character.
Grab the .blend file here. (Packed, ~1.2Mb). Animating at 40 frames per second (like Frankie’s) will work.
Nothing really fancy on it so should work with recent builds of Apricot, that you can find at GraphicAll, thanks to our build monkeys, also the Apricot branch (linux) have an special place in the “Automated Builds” section, under “Current Hot Branches”.
* You don’t have to leave your .blend file always, you can use Vimeo (good)/YouTube (bad) to upload the OpenGL videos (?) there, and we can ask for the .blend file later (you may want to do some tweaking before release or so).
As a side note, if you’re not an animator and would like to contribute with any other stuff (modeling, texturing, etc). Check the “Contribute your own stuff!” thread we created at blender.org forums and leave your questions/thoughts there.
That’s all! looking forward to what you blenderheads do with this character, hope you like it!
(Feliz Día del Amigo!)
There is an open ftp space on blender.org. It works like this: ftp to: download.blender.org user: anonymous password: your email address
When logged in, go to the directory ‘incoming’. What you put there is visible here: http://download.blender.org/ftp/incoming/
This upload space deletes all old files after a couple of weeks, so don’t use it for permanent storage.
The main priority for game engine drawing at this point is optimization. We’re trying to get the Blender game engine version of the game to run on as many computers as possible, as long as the graphics card supports GLSL. Different graphics cards and drivers can give quite different results, so to get a clear overview of where the issues are, we need your help! We’ve prepared a .blend file that outputs graphics card information and performance statistics. It’s the same as the demo posted earlier, with some small modifications, so it’s not indicative of the graphics or performance in the final game, but it tests the different features. All you need to do is open it in a recent Blender build of the Apricot branch, look for builds of revision 15606 or newer. Such builds can be found on:
Then it is simply a matter of pressing the “P” button and waiting for the test to finish, which should take less than a minute. Don’t hide the window or move other windows over it, this can influence the benchmark. If all goes well, a .txt file will written next to the .blend file. Then paste the contents in the comments, it should look something like this:
If something goes wrong, screenshots, errors from the console or backtraces are welcome. If you want to paste long texts, please use PasteAll. Let’s try to keep the comments clean to get a nice overview of the different graphics cards and do project discussion and feature requests in other blog posts. Thanks!
People voted for this names (ain’t open source beautiful? =), and we sorted them out like: Yo Frankie! the main name, and “A Furry Vendetta” as the name of this episode, now is your time to start thinking/making the next episodes :) Yo Frankie: “Point Blank Frank”, or “The Rise Of Frank” are the most voted, pick which one is going to be the name of your own level (s)!
Production with the bge is taking off. We’re really motivated by how enthusiastically the blender community received the news about using the bge in this project. I’ve had my doubts as to how many people were actually interested in the bge, but evidently there are a quite lot of you. Make more noise!
We’re making all new levels for the bge game, and we’re bringing in new characters. Campbell is finishing up the game logic for Frankie, and then shifts focus to implementing enemies and animals to bully. By the beginning of August we’ll be wrapping this game up into a complete package with menus, etc.
We’ve also gone over the animation submissions! The animations we decided on using in the game are:
Marcus Feital’s “Sleep Idle”
Mango Jambo’s “Show Off” Idle
Joshua Huf’s throwing and minor damage
Glenn Melenhorst’s run cycle
Thanks guys! Great work. Mango Jambo, for crediting you, is that your real name, because that would be awesome.
Now below are some wip screenshots from our first level in the bge. The environment is missing enemies, plants, ground props, special effects, and all importantly, shadow/ambient occlusion maps.