Thank you :)
GNMŞ
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Thanks :)
For the canoe animations, the paddle was attached to the character's left hand (it would move and rotate depending on the left hand) and the interpolation between only four keyframes for the left hand's poses was good enough. For the right hand though, only four keyframes were not enough, and its pose had to be adjusted on the paddle about every 5 frames (with 60 fps and 43 frames for that animation, this makes about 9 keyframes). Even then, since a 5-frame duration is very short, a little deviation from the desired place would make the right hand flicker, so it needed repeated adjustments. I considered letting Godot handle a smooth transition from the end of the animation to its beginning, but again, the interpolation it creates for the right hand could separate it from the paddle on the way back, or the hand could even pass through it. Well, thinking about time spent on the running animation, I could spare some more time but... :D
Thank you :)
Is that the only sound you can hear? Because we built the game on Windows and I can hear everything when the sound level is about 30% on Windows. I just now tried it on an Ubuntu machine and I noticed that I had to turn the volume up to about 80% to clearly hear all the sounds.
By the way, these are the sounds in the game:
- campfire
made in LMMS, using a drum's random notes and adding some effects like reverb, noise, bitcrush, and low-pass filtering - bird flap
made by waving my hand toward the laptop's microphone to push some air toward it and recording it - character's step
lightly hitting a twice-folded napkin with my palm - ax equip/unequip
this was made in LMMS and tweaked a little in Audacity - tree hit
LMMS - shore waves
LMMS, with a preset called "Wind and Surf" - getting onto the canoe
by tampering a little with the shore wave sound - canoe paddling
with a bottle of cologne - UI proceed, death and success
LMMS
edit: I wanted to add some information on how I generated the sounds like that of a fire without needing to get them on the Internet. Of course, it is arguable whether they are realistic enough :)
Thanks :)
From inside Inkscape, I exported six different images for the cat (head, body plus tail, four legs). Then on Godot side, inside a Cat scene, I created six different Sprites with respective images. Using an AnimationPlayer node, I created three different animations (Walking, Idle -when near the wall-, and Attack) . With AnimationPlayer, you can save the position, rotation, etc. of every Sprite node for each frame within the animation length. Idle and Attack animations were only one-frame long. I also created an AnimationTree node to control the transitions between the three animations, which resulted in smooth motion between Idle and Attack cycles.
Let me also put this one here: https://docs.godotengine.org/en/stable/tutorials/animation/cutout_animation.html