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Post by tharindu on May 20, 2017 5:35:21 GMT
Hi, can you introduce how to make character swim in the water? Very sorry for the delay in response, we have been putting a lot of time into our game remaking terrains to be awesome and realistic! We have not been around as much due to that. To answer your question though, Invector already has swimming done it seems and will be updated soon, which will be way better than anything I have done myself. Honestly I am waiting for their update for this because I know it will be better! And then I just need to make a Bow and Arrow work...aaah! We will be back around more often now, so any thing I can help with I will. Tell you what, I am going to work on a bow and arrow system right away! :D aaaaaaaaaaaaaaaargh
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Post by jrackley on May 21, 2017 4:44:07 GMT
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Post by uberwiggett on May 21, 2017 7:16:36 GMT
Lovely!
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Post by jrackley on May 21, 2017 7:23:21 GMT
Thank uberwigget! All credit goes to Val, she has been busting her butt on this one and getting things optimized, she is amazing at putting things together and making it all flow awesome.
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Post by tharindu on May 21, 2017 12:34:54 GMT
Wow I like the rocks and boulders. Incidentally may I ask what pack they are from ? By the way for rock placement based on gravity and stuff, I highly recommend Gena to you. I use Gaia for my terrain generation so it complements it even better.
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Post by jrackley on May 21, 2017 17:42:20 GMT
Wow I like the rocks and boulders. Incidentally may I ask what pack they are from ? By the way for rock placement based on gravity and stuff, I highly recommend Gena to you. I use Gaia for my terrain generation so it complements it even better. Yep we have Gena as well it is pretty awesome, Adam makes nice programs for sure. We used all of the terrain generators at one point, lol we have Gaia, TC2, Map Magic, Voxeland, and World Creator Pro, but in the end it ended up being a regular unity terrain to get what we wanted out of it. The rocks are the these ones... www.assetstore.unity3d.com/en/content/45643very expensive for rocks,lol however the quality is amazing. I will post a new video soon, the game is really coming a long nicely now, but I have been holding off on doing too much AI while I decide if I am going to update from 2.0c. But I think it is time to at least fill the land with some wildlife in the meantime!
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Post by tharindu on May 21, 2017 19:45:04 GMT
Amen to that. Gena works superbly with the Rocks and Boulders pack. I use the free version of his rocks. Going to buy this somewhere down the line. Not now. As for AI, I assume, Ice creature control ? I got it as well. Still didn't touch it.
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Deleted Member
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Post by Deleted on May 21, 2017 20:44:09 GMT
jrackley your game is looking good, keep it up!!!! :D
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Post by jrackley on May 22, 2017 3:36:14 GMT
jrackley your game is looking good, keep it up!!!! :D Thank you ZeldaLink!
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Post by tharindu on May 30, 2017 9:49:10 GMT
@jrackey, shadex: So I finally got some time to work on the bow and arrow thing for jrackley. I got the animator and everything working to some extent but I am coming across one issue. See I am using the mixamo animation and models. The bow is mounted on the left hand in those animations. When I create a new weapon and try to equip it, the weapon always gets equipped on the right arm. So the animations are a bit messed up. Any ideas on how to make the weapon stick with the left hand ?
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Post by uberwiggett on May 30, 2017 10:05:18 GMT
tharindu alternatively, mirror the animation.
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Post by tharindu on May 30, 2017 10:27:57 GMT
tharindu alternatively, mirror the animation. I did try that, but it also looked like the animation played in reverse S: Can that happen ?
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Post by jrackley on Jun 2, 2017 4:20:15 GMT
@jrackey, shadex : So I finally got some time to work on the bow and arrow thing for jrackley . I got the animator and everything working to some extent but I am coming across one issue. See I am using the mixamo animation and models. The bow is mounted on the left hand in those animations. When I create a new weapon and try to equip it, the weapon always gets equipped on the right arm. So the animations are a bit messed up. Any ideas on how to make the weapon stick with the left hand ? Thanks tharindu for any time you have spent trying to get a bow to work, it is greatly appreciated. Sorry we have not been around as much lately to respond to things, I have been busting butt at work getting new product promos done for the upsstoreprint websites, we had a deadline of this Saturday for production release(aaahhhh,lol). Seems where you are at with the bow is about the same place that I had to give up on it personally to move onto other things with the game. By the way just out of curiosity how is your quest/vendor systems coming along? I am really looking forward to purchasing those from you when available.
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Post by tharindu on Jun 2, 2017 5:23:26 GMT
Right now it's taking a bit of time because I've been polishing the code here and there. Hard to give a date with work killing me that's the issue lol.
I think I figured out a way to get the bow equipped on the left hand properly. I'll have a go at it this weekend and let you guys know.
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Post by shadex on Jun 26, 2017 8:25:42 GMT
Okay here is the demo level I played it a few times. You can really tell the vision your going for. The realm looks like and feels like hell (in a good way lol!). I like the axe, the fireball, and the general feel of the level. I must say, it is way to dark, especially in the room where you get the potions. You might want to consider in Lighting using Gradiant for a source, set the ground to a light red, the horizon to orange and the sky to grey. It might (depending on your lighting) make the rooms less dark, while also colorizing the whole hell area. I do have a slight bone to pick with the fights. The felt hard which was good, but the animations on both the player and the enemy imp's where so fast it felt a little unrealistic, like 2 guy's on PCP where fighting. I think the animations themselves are really good. Actually i really like your light attack punch, as it has some range to it, and punches i typically have to blend a step animation with a punch to get anything even remotely decent. You also might want to add some type of emissions to the lava and dim/brighten the texture in pulses over time or something. Animate Texture Code Code to Change material values at runtime
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