- 94
- 292 524
Birdmask Studio
United Kingdom
Приєднався 11 лют 2017
BridMask Studio is a indie video game development studio currently working on the ghost themed slapstick and puzzle game "Ghostly Apparitions" - Check here for updates on development and funny behind the scenes goofs and animations
It's A Boss Fight: The Wolf Lich - Trailer
Try the free demo, or buy the full version here!!! birdmaskstudio.itch.io/its-a-boss-fight-the-wolf-lich
A one-on-one boss fight, with 3 stages, Magic, Hidden and Feral
Our first combat game! A three stage boss fight against a magic wielding wolf lich. Controls are simple - punch, dodge and jump.
Do your best to land some clean hits to the head, while you duck and dive to avoid attacks.
FEATURES
The fight has 3 Stages, even though it's our first game with combat, we wanted to go a bit grand.
The Lich glides around in the air and uses a mix of long range magic and fast close up jabs to deal with you.
The Hidden phase, with fog to blind you, the boss will dart in and out of range to attack.
Finally The Feral, giving up all reason, the boss goes at you with powerful physical attacks.
CONTROLS
This game can be played with mouse and keyboard, but is best experienced with a gamepad controller
(Note: The Steams app controller emulator may mess with the controls if you are having trouble, turning steam off may help. Please test with the web or downloadable demo to be sure)
Word From The Devs
It's taken a while to develop this one, so we hope you find this a fun little boss fight.
Here's looking forward to our next game, hopefully with a faster turn around time.
FIND US AT:
Steam: store.steampowered.com/search/?developer=Birdmask%20Studio%20LTD
Itch Page: birdmaskstudio.itch.io/
Twitter: BirdmaskStudio
Instagram: birdmaskstudio
Vimeo: vimeo.com/user122065847
Reddit: www.reddit.com/user/birdmaskstudio/posts/
A one-on-one boss fight, with 3 stages, Magic, Hidden and Feral
Our first combat game! A three stage boss fight against a magic wielding wolf lich. Controls are simple - punch, dodge and jump.
Do your best to land some clean hits to the head, while you duck and dive to avoid attacks.
FEATURES
The fight has 3 Stages, even though it's our first game with combat, we wanted to go a bit grand.
The Lich glides around in the air and uses a mix of long range magic and fast close up jabs to deal with you.
The Hidden phase, with fog to blind you, the boss will dart in and out of range to attack.
Finally The Feral, giving up all reason, the boss goes at you with powerful physical attacks.
CONTROLS
This game can be played with mouse and keyboard, but is best experienced with a gamepad controller
(Note: The Steams app controller emulator may mess with the controls if you are having trouble, turning steam off may help. Please test with the web or downloadable demo to be sure)
Word From The Devs
It's taken a while to develop this one, so we hope you find this a fun little boss fight.
Here's looking forward to our next game, hopefully with a faster turn around time.
FIND US AT:
Steam: store.steampowered.com/search/?developer=Birdmask%20Studio%20LTD
Itch Page: birdmaskstudio.itch.io/
Twitter: BirdmaskStudio
Instagram: birdmaskstudio
Vimeo: vimeo.com/user122065847
Reddit: www.reddit.com/user/birdmaskstudio/posts/
Переглядів: 1 294
Відео
Stone Dance - GameJam # 12 Trailer
Переглядів 60Місяць тому
#CozyFallJam #GameJam Crash & Collect - Our 10th gamejam entry, download and play for free now from: birdmaskstudio.itch.io/stonedance-jambuild Made for the Cozy Fall Jam 2024. Dance in circles along the paths to perform the ritual and make the pillar light up. Our Pages And Social Media Links: Our Website: www.birdmaskstudio.com/ Steam: store.steampowered.com/search/?developer=Birdmask Studio ...
Marty - Face Tracking VRChat Avatar Trailer
Переглядів 3604 місяці тому
hatgremlin.gumroad.com/l/Marty_FaceTracking_VRChat_Avatar Custom built unity animator for more cartoon and extreme face tracking. Head base models that can be combined with other models. A full male avatar body to use immediately in-game. Plus additional VRChat menu features and more! Also a public free sample model is available in the link below! Try out all the features in-game before you buy...
Ragdoll Update - A lot more Fancy Moves
Переглядів 3627 місяців тому
Well it's been over a month since I've updated the ragdoll project here, so thought I would do a quick vid. A lot has been added since February, mainly I've been working on the grapple state, making distinct combat modes and adding basics essentials like a better camera. By this point, I've almost got all the player and enemy moves in. Next it's cleaning up the transitions between said combat m...
Gull - Face Tracking VRChat Avatar Trailer
Переглядів 8297 місяців тому
hatgremlin.gumroad.com/l/Gull_FaceTracking_VRChat_Avatar 15% discount using the code FEELGOODINC valid until April 6th 2024. Custom built unity animator for more cartoon and extreme face tracking. Head base models that can be combined with other models. A full female avatar body to use immediately in-game. Plus additional VRChat menu features and more! Also a public free sample model is availab...
Ragdoll Update - Basic Enemy AI and Input Manager
Переглядів 3789 місяців тому
I'm getting as far as I can get punching at a static enemy, so I've started work on the enemy AI. Nothing crazy, it just follows the player, but that also meant I had to make a middle manager for the player inputs into something a AI could also use. It's nice that I can start experimenting with a target that has some agency. To begin with, I'll want to give it dodging and avoidance behaviors, g...
Ragdoll Update - Mild Self Awareness and Combat States
Переглядів 2069 місяців тому
More work on the combat manager, which lets me have more control over how the ragdolls act and animate. Now they have some self awareness I can add more complex motions. Still more work, but it's just nice to get stuff in. I would like the ragdolls to be a bit stiffer, or firmer in their placement in the world, but that's something to tackle when I add damage, right now, just focusing on behavi...
Ragdoll Update - Grabbing And Punching Thoughts
Переглядів 2519 місяців тому
As I say in the video, I've got a basic grab and punch in, so I can see how they play out. To go further, i'm going to have to work on the combat AI, both player and enemy along with the controls. For this game, I don't want the buttons to be blunt. You the play press the button, I don't care how I hit or grab the other guy, I just want to do it, and it's up to the AI to work out how to do said...
Ragdoll Update - Grapple Test
Переглядів 2129 місяців тому
If people don't mind, think I'll try to keep posting these quick little test vids. Normally keep them internal, but as things are developing nicely at the moment and it's quite visual, I see no harm making them public while I'm deving. A video test, to see what grappling - which will be a big part of the combat - might look like once it's implemented. Nice thing about ragdolls, you can 'test' s...
Ragdoll Update - Barrage Test
Переглядів 4299 місяців тому
Just thought this was cool, so I'd make this video public as a rough update on progress. I'm back in the ragdoll making mindset and have the walking working on the new platform. Nothing crazy with the new platform, just the limbs have better control and transition to their animated to phys and back again states. Along with that, they are easier to work with, so now the limbs are easier to use, ...
VRChat - Wizard Duel Draw Day 22 Progress
Переглядів 19711 місяців тому
So been 20 days since the last update. Unsurprisingly, getting the mechanics working was the easy bit, working out VRChats networking for complex objects however. Still, after a lot of trial and error, I now have a first pass at a workable build, that should display spells properly for all players. With XMas and December wrapping up, I only have so much time I can spend on this project, but I l...
VRChat - Wizard Duel Draw Day 2 Progress
Переглядів 26911 місяців тому
Between sprints on the Ragdoll game, I thought I would take December to try and do a smaller project, being to make something playable, with the VRChat magic system I developed a few months back. My goal is to make a basic combat system and training area, where you can draw and combine shapes, to make different spells. If people are interested with that, then hopefully I can develop it further ...
Impromptu Update - Stumbling, Hopping And Running
Переглядів 258Рік тому
Been quiet for a bit, had to spend October away so couldn't get any work on this done, but I'm back, and now remember what I was doing, enough to be working on things again. No major announcements on this video, just me showing how the character currently moves, and talking a little bit about how the animation system has been progressing in this sprint 2. Fingers crossed, I should have the upri...
Ragdoll Boss fight - Concept & Development Update
Переглядів 615Рік тому
So the first game dev update, hopefully I'll get a bit better at these informal videos as I get used to them. This one goes over what I am doing overall, for the current game, and the last two weeks of developing my new ragdoll model. Games: Steam: store.steampowered.com/search/?developer=Birdmask Studio LTD Itch.io: birdmaskstudio.itch.io/ VRChat Avatars: Gumroad: hatgremlin.gumroad.com/ Socia...
VRChat World - 3D Streaming And Recording Booth
Переглядів 408Рік тому
VRChat World - 3D Streaming And Recording Booth
VRChat - 3D Recording/Streaming Avatar Motion v2
Переглядів 595Рік тому
VRChat - 3D Recording/Streaming Avatar Motion v2
Channel Announcement - Game Development And Video Making
Переглядів 161Рік тому
Channel Announcement - Game Development And Video Making
VRChat Avatar Update - Face Tracking Rocker Final Checks
Переглядів 604Рік тому
VRChat Avatar Update - Face Tracking Rocker Final Checks
VRChat Magic Circles - Moveable and Scalable Motion Based Menu Prototype
Переглядів 150Рік тому
VRChat Magic Circles - Moveable and Scalable Motion Based Menu Prototype
VRChat - Streaming Avatar Motion To Multiple Worlds In Game
Переглядів 590Рік тому
VRChat - Streaming Avatar Motion To Multiple Worlds In Game
Ragdoll Funhouse - Extended Trailer - Add To Wishlist Now
Переглядів 5692 роки тому
Ragdoll Funhouse - Extended Trailer - Add To Wishlist Now
Ragdoll Funhouse - Alpha to Beta Development Footage
Переглядів 3122 роки тому
Ragdoll Funhouse - Alpha to Beta Development Footage
New Game Announcement - Ragdoll Funhouse - Early Alpha Footage
Переглядів 5812 роки тому
New Game Announcement - Ragdoll Funhouse - Early Alpha Footage
#BrackeysGameJam Active Ragdoll + Cart - Day 1
Переглядів 7323 роки тому
#BrackeysGameJam Active Ragdoll Cart - Day 1
Videos, Social Media and Prepping For The 2nd Alpha Demo Release - Days With Dino - Indie Devlog 02
Переглядів 3413 роки тому
Videos, Social Media and Prepping For The 2nd Alpha Demo Release - Days With Dino - Indie Devlog 02
Procedurally Animated, Self-Balancing Active Ragdoll Humanoid Project - Prototype In Development
Переглядів 8 тис.3 роки тому
Procedurally Animated, Self-Balancing Active Ragdoll Humanoid Project - Prototype In Development
Made in Dreams™
What the QWOP are those animations?
Can you punch in the game ?
Looks neat, I feel like the kind of retro sounding music doesn't really fit the graphics though
I am 3D artist.If you need any type model and or others i can help you.thank you
There a dodge attack i want my enemy to do that dodges around the player when attacked can this do that when changing animations
This is really cool. I'm starting my gamedev journey in Unreal and I want to have this sort of physical/procedural/ik system alongside canned animations for every game i make regardless of genre. It just looks great when you have the two systems feeding off and reacting to each other.
Hello, do you know how to make an active ragdoll climb in a similar way to the human fall flat, if you know, could you make a video about it, as I'm having a lot of difficulty implementing this in my game
This is incredibly helpful and beautifully illustrated. Thank you so much!
This is surpisingly well made despite also looking unpolished.
I personaly had the best experience with torque based character they are smooth for me and way easier to use
Hate to ditto a question but are you developing these projects in Unity? I'm looking to get started again I just was curious what your go to was
Do you use external forces to keep the torso up while using IK on the legs to create the illusion of the character self balancing?
Bro, we can use this to remake the gta 4 ragdoll physics
Thanks man- great tutorial
This is great!
I like the animation system works to the point, I can emphasise my fellas lack of a brain, by physically shaking him left and right with the joystick while grabbing his shoulders.
If you change the punch animation from a jab to a hook when the AI has both hands on you, that interaction will look alot better, the players punches will be able to reach over the arms of the AI (more natural). It may also help to widen the base of their feet just a bit when engaged in a clinch. The AI may be better situated to balance itself and will also look more natural. (both are standing too straight up with their feet too close together, realistically.. they would have fallen a few times tripping their own feet and each others legs
Looks awesome! Sometimes it looks a bit choppy because of the tracking but you can smooth or ease-out the response of the avatars facial animations. 😊
Can it work for Roblox???
Some good information, sadly harder to work with due to how dated this video is, unity has changed a fair bit, even that asset pack isn't available anymore..
Прикольно)
Your channel is what introduced me to active ragdolls beyond simply knowing about gangbeasts, and I’m always looking forward to your posts On another note, are those footsteps procedural? And were they difficult to get working?
What do you use to power the ragdoll joints? Are you taking the "floating pins" approach or are the joints actually powered? If you'd like to get some reference on handling ragdoll bodies I've got plenty of stuff on my channel, primarily designed around VR full body ragdoll but it applies outside of that too. My aim in general is to build a very easy to control ragdoll and then use standard game practices to make the NPCs animate and move the targets in the way they want to coupled with some procedural elements like how to move the legs when running around.
Sounds awesome, i'll be sure to give them a watch! I have worked with powered joints before, my favorite prototype being this one www.artstation.com/artwork/klBP46 (Main examples at bottom of page) that gave my ragdolls a sense of muscle tension and resistance, but I had problems when developing the joint systems, and procedural animations and overall movement managers at the same time. That's why for this specific game, i'm starting off with a simple minimal physics approach. This model will have basic active ragdoll drivers, and its different limbs will blend between having no physics, just IK driven movement, to collide-able phys driven movement again when needed. This let's me work out the complex walking system, animation and combat managers without fighting the physics on the edge cases. Once this game is done, the hope is to have a stable foundation, to then start incorporating the more complex ragdoll drivers from my other prototypes, as modular pieces (I really miss the joint tension system from the link above, and would love it at least on the arms for blocking and pushing actions) on top of a proven to work, 3rd person action game character. Sorry for the wall of text, rarely get to talk about the behind the scenes, so it's nice to be able to talk about plans and the old prototypes.
This would be hot tech for DJs in VRChat that get their instance full all the time! What do we need to do to implement this in a world and it's costs? I'm very interested!
How to you come up with the code ? Are you using an asset like animation rigging or puppetmaster?
My own code. About 3 years ago I couldn't find much on working with Ragdolls, so I just started messing around making different systems and learnt from there - Previous models can be seen on videos on this channel - This current game, is an attempt to combine a bunch of the things I've learnt, into a single stable humanoid model, that I can keep building on game to game going onward.
Managed to get a fair amount in testing after recording this last night. Some very good push and dragging the target around the scene, with relatively simple code. Just need to get the combat manager set up to be able to handle all these different potential states, but the ragdolls are holding up.
woah nice ragdoll, hope to see it in its full form
Вау, это круто!
What engine is this?
All games I've done so far have been done in the Unity3d Engine. Though once I finish this game and have the design of this system ironed out, I'm hopping to start experimenting in Godot, see how it holds up.
I wonder if we should move to more machine learning walking brain
No idea myself, since I have no idea how to use machine learning, but as someone working with designing procedural animation stuff, honestly, you don't need to go as crazy as I have with it to start getting some really good results by just mixing a little bit of code with your animation.
For anyone using this in modern unity, and having a DrawSphere error. Go to the Editor._AlternateBakedLights script, find the Handles.DrawSphere methods, replace with Handles.SphereHandleCap and add the EventType.Repaint at the end. Should work!
How would this work with moving objects? Like players and enemies
Heya, any tips on how you did the hidding in shadow thing, when you turned off the lights?
You guys are great! but after import it gives this message "Assets\AlternativeLights\Editor\Editor_AlternateBakedLight.cs(147,29): error CS0117: 'Handles' does not contain a definition for 'DrawSphere'" using Unity 2022.3.15
replace it with SphereHandleCap
Amazing vr chat content and designs
Cool system.. do you know if there is some way to create your own physics system for vr chat??
Nice job getting it synced! That's always the hardest part, in my experience. If you're interested in pursuing the PvP aspect, there's a guy called GoFluffYaself who has done a lot of work on avatar particle pvp. Might be worth contacting him about it. In any case, best of luck finding all the edge cases, and happy holidays!
Where can I try it?
4 years later and this is the first video that made me realize u can just delete the directional light and build with planes then fake the lighting
One thing I'd caution would be to design your animation tree to make sure which shape you end up drawing doesn't get desync'd. Very cool system though!
Yeah, server sync is one of the new areas i'll need to look into, been a while. My plan is, drawing and placing spells is all pretty much local at the moment, and when you draw a valid circle, that goes through a spell manager. Hope is that after I finish getting the playable bit of the design working I only really need to go to one spell spawning script, and make sure the server tells all local instances to *Place Circle 5 Here*
This is gold. Take my sub
This is awesome!!
Очень круто, хочется видеть больше игр с такой системой ходьбы, выглядит живым.
This is amazing! Do you use IK in some way or do you control the position of the limbs modifying directly the angles?
sweet video!
It seems I can't use projectors like @ 3:40 in your video because I'm using URP. Is there an alternative way to using projectors in URP like you did in this video? I really like your dark rooms technique
I'm a little late to your comment but it seems projectors are basically built into unity in 2022.3.9 version at least, you would have to create your own shadow texture but it should still work the same
Офигенная механика получилась)
Best explanation out there
Would it be a good approach to have both torque driven and force driven? And lower the weight of the torque driven forces when knocked around