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Real programmers don't waste time recompiling; they patch the binary files... ... Real programmers don't waste time patching binary files; they patch memory.


#1
10/23/2002 (5:33 am)
Heh cool.
#9 is fun
#2
10/23/2002 (6:06 am)
bah!
work does not like me anymore, they blocked that site *sigh*
#3
10/23/2002 (7:54 am)
Those are awesome!!! Thanks for posting them :) It's like Jackie Chan in stick figures...
#4
10/23/2002 (8:11 am)
I find them very entertaining.
I like playing the gun game with these very low poly models and without any textures :)
#5
10/23/2002 (8:18 am)
Yeah :)
I love the quality of the animation. Animation is my top priority in my project - characters don't need to look good if they move good. And animation tends to portray so much more information about a character.
#6
10/23/2002 (7:22 pm)
Nothing on the pages except for a dog bone with email to a friend inside ?
#7
10/23/2002 (7:33 pm)
There should be a Macromedia Flash animation loading beneath that. Make sure you haven't got a firewall blocking that sort of content. Hope that helps :\
#8
10/23/2002 (7:54 pm)
I love those; they're incredible!
#9
10/24/2002 (5:20 pm)
Heh, I've been a long time fan of these... Saw #3 about 2 years ago, at least. I want to make a little game like them, since they seem like they would make a fun game. My idea was basically a combination of the #1/#5 (ie two people fighting with all kinds of weapons and abilities) and #3 (fighting with weapons and stuff) and some stuff like that. I got as far as making a stick man that does a pretty nice front kick and runs left and right, but it takes so long to animate. I completely agree with Grant on animation. These are just stick figures, the most basic human shape you can get really, and they look beutiful. Basically every game idea I can think of right now would require hundreds of animations per player... FPS is nice because animation is simple, but for fighting games where people have to move thier body to hit other people, animation becomes a bit more involved.
#10
10/24/2002 (9:30 pm)
Max: Agreed. If you're using keyframe animation, creating so many animations is a pain.

I happen to be making a fighting game (sort of), and I plan on trying a different approach: using a sort of physics engine for character animation. So rather than keyframing all sorts of lunges (for example), you'd simply say "lean forward 20 degrees," and the engine will decide if a leg needs to be put forward to maintain body balance, etc. There was an article on Gamasutra about animating with the concepts of balance in mind, which inspired me a bit in this direction - I'll dig it out if anyone wants.
#11
10/25/2002 (6:42 pm)
That was an idea I had too... basically give it realistic body constraints and instead of doing a kick animation, sequence the impulses applied by the body on the different joints...