Автор - Fair Fight
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In this short tutorial video our small project demonstrates ability to go instant-DMC, if only you have animation assets. Studio-made AAA fighting games often have long strikes series, sometimes for tens of moves in one combo line. However, there is no such a thing as “AAA list length“ or “AAA praph complexity“, anything data can be schemed on an A4 piece of paper. Its the assets quality and quantity that is frightening, but to create a combo line is as easy as to create a custom List collection implementation. Today we will pretend we have the amount of animation assets needed to create a small, but already complex combo structure with several branches and merges in it. And as a bonus, I’ll give a quick excurse on my animation import pipeline, because, pipelines are the most important thing in your gamedev life. Also Godot can be not so intuitive to use when it comes to working with animations and animation libraries.
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