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	<title>Comments on: Tiny Things Sure Can Be Annoying&#8230;</title>
	<atom:link href="http://www.gameproducer.net/2007/06/21/tiny-things-sure-can-be-annoying/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.gameproducer.net/2007/06/21/tiny-things-sure-can-be-annoying/</link>
	<description>I bake games. Indie style.</description>
	<lastBuildDate>Wed, 12 Jun 2013 15:09:19 +0000</lastBuildDate>
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		<title>By: GameProducer.Net &#187; Tiny Annoying Things Can Be Solved</title>
		<link>http://www.gameproducer.net/2007/06/21/tiny-things-sure-can-be-annoying/comment-page-1/#comment-95802</link>
		<dc:creator>GameProducer.Net &#187; Tiny Annoying Things Can Be Solved</dc:creator>
		<pubDate>Thu, 28 Jun 2007 12:42:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2007/06/21/tiny-things-sure-can-be-annoying/#comment-95802</guid>
		<description>[...] week I mentioned some tiny problems we had with the character animations. I&#8217;m pleased to announce that those problems are now [...]</description>
		<content:encoded><![CDATA[<p>[...] week I mentioned some tiny problems we had with the character animations. I&#8217;m pleased to announce that those problems are now [...]</p>
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		<title>By: Juuso</title>
		<link>http://www.gameproducer.net/2007/06/21/tiny-things-sure-can-be-annoying/comment-page-1/#comment-93370</link>
		<dc:creator>Juuso</dc:creator>
		<pubDate>Fri, 22 Jun 2007 14:52:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2007/06/21/tiny-things-sure-can-be-annoying/#comment-93370</guid>
		<description>Thanks guys... we are about to get the thing solved. I really appreciate your help and support!

Biscuit - heh, shit happens :)</description>
		<content:encoded><![CDATA[<p>Thanks guys&#8230; we are about to get the thing solved. I really appreciate your help and support!</p>
<p>Biscuit &#8211; heh, shit happens :)</p>
]]></content:encoded>
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	<item>
		<title>By: Videogame Biscuit</title>
		<link>http://www.gameproducer.net/2007/06/21/tiny-things-sure-can-be-annoying/comment-page-1/#comment-93331</link>
		<dc:creator>Videogame Biscuit</dc:creator>
		<pubDate>Fri, 22 Jun 2007 11:09:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2007/06/21/tiny-things-sure-can-be-annoying/#comment-93331</guid>
		<description>I had an incredibly annoying problem with collision responses in a sprite based game. When the player and an enemy collided, they were both reset to the starting position. The problem was, even though I had coordinates hard-coded into the game, they would pop up on random locations from time to time! It took me a few days to figure out what exactly went wrong. The problem was, when the player and an enemy collided, the collision was still happening while the event handler code was executed, and both objects kept moving even after they returned to their start positions. Finally fixed the problem, but definitely not something I want to happen every day!</description>
		<content:encoded><![CDATA[<p>I had an incredibly annoying problem with collision responses in a sprite based game. When the player and an enemy collided, they were both reset to the starting position. The problem was, even though I had coordinates hard-coded into the game, they would pop up on random locations from time to time! It took me a few days to figure out what exactly went wrong. The problem was, when the player and an enemy collided, the collision was still happening while the event handler code was executed, and both objects kept moving even after they returned to their start positions. Finally fixed the problem, but definitely not something I want to happen every day!</p>
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	<item>
		<title>By: Sarper</title>
		<link>http://www.gameproducer.net/2007/06/21/tiny-things-sure-can-be-annoying/comment-page-1/#comment-93129</link>
		<dc:creator>Sarper</dc:creator>
		<pubDate>Thu, 21 Jun 2007 22:37:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2007/06/21/tiny-things-sure-can-be-annoying/#comment-93129</guid>
		<description>For the looping problem, you have to edit the finished animation by hand as there is no other way to make it loop.Same goes for the &quot;translating&quot; animation.As you said, game production may be a little pain in the a** but when you get over those problems you will have %100 self confidence and motivation to work and improve your game!

Cheers!</description>
		<content:encoded><![CDATA[<p>For the looping problem, you have to edit the finished animation by hand as there is no other way to make it loop.Same goes for the &#8220;translating&#8221; animation.As you said, game production may be a little pain in the a** but when you get over those problems you will have %100 self confidence and motivation to work and improve your game!</p>
<p>Cheers!</p>
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		<title>By: Riven</title>
		<link>http://www.gameproducer.net/2007/06/21/tiny-things-sure-can-be-annoying/comment-page-1/#comment-93114</link>
		<dc:creator>Riven</dc:creator>
		<pubDate>Thu, 21 Jun 2007 20:50:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2007/06/21/tiny-things-sure-can-be-annoying/#comment-93114</guid>
		<description>Simply pick 1 node that you think is representative for the players position, say: the head.

Follow that node throughout the recorded animation.

For every frame:
- calculate the translation between that node in the current frame, and that node in the first frame (this is a 3d vector)
- now translate all nodes *back* by that vector

Now the head-node is always at the same fixed point in model-space. Problem solved!</description>
		<content:encoded><![CDATA[<p>Simply pick 1 node that you think is representative for the players position, say: the head.</p>
<p>Follow that node throughout the recorded animation.</p>
<p>For every frame:<br />
- calculate the translation between that node in the current frame, and that node in the first frame (this is a 3d vector)<br />
- now translate all nodes *back* by that vector</p>
<p>Now the head-node is always at the same fixed point in model-space. Problem solved!</p>
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		<title>By: Producer</title>
		<link>http://www.gameproducer.net/2007/06/21/tiny-things-sure-can-be-annoying/comment-page-1/#comment-93063</link>
		<dc:creator>Producer</dc:creator>
		<pubDate>Thu, 21 Jun 2007 19:40:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2007/06/21/tiny-things-sure-can-be-annoying/#comment-93063</guid>
		<description>We had this exact problem with our character animations.
The issue was that the animations had the character actually moving in the original Max file. By moving, I do not mean the leg and arm movements, but the entire model was moving as well. When you are using the engine scripts to handle moving the 3D object, the animation being called should be a simple moving of the skeleton, but without any model co-ordinate changes.
Doing this will correct you character movements. Hope this helps. Email me if you have any other questions about this.</description>
		<content:encoded><![CDATA[<p>We had this exact problem with our character animations.<br />
The issue was that the animations had the character actually moving in the original Max file. By moving, I do not mean the leg and arm movements, but the entire model was moving as well. When you are using the engine scripts to handle moving the 3D object, the animation being called should be a simple moving of the skeleton, but without any model co-ordinate changes.<br />
Doing this will correct you character movements. Hope this helps. Email me if you have any other questions about this.</p>
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