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Post by uberwiggett on Jan 15, 2017 3:48:08 GMT
Nice, is this using a gui skin or manually changing the template? Alao love the options menu!
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Post by Chronicman on Jan 15, 2017 5:17:50 GMT
Dread my main man, THIS LOOKS AWESOME! keep up the good work mate.
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Post by Chronicman on Jan 15, 2017 6:38:15 GMT
Yep, looks very good and you have an options/exit menu system! Brilliant! :D but the animation for the spawner needs some work, mine does the broken anim one but not sure if yours is the same or kneeling, eitherway it looks a little off. To fix the funky spawn anim either change the name to a anim that is in your controller or blank out the name, this will fix that buggy start.
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Post by uberwiggett on Jan 15, 2017 6:55:37 GMT
yep! Haven't put in a spawn into world animation yet but it's on my to do list.
I ask about the GUI skin because I noticed the necromancer gui skin comes with a preconfig that can actually be utilised by script to replace the default unity GUI, and I wondered if that transposed to automatically replacing the Invector GUI, I made all my alterations by hand but if there was an automated way, then yay!
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Post by dreadlord on Jan 15, 2017 13:31:50 GMT
Gui skin have no more purpose in > 4.6 unity gui system, right?
Chronicman did a good job with the window design so its fairly easy to understand and to change.
I wish to change the fonts for all the back/accept/drop... buttons and the lists to TMP fonts but they depend on the selectable script which is some kind of hardcoded ?!
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Post by Chronicman on Jan 17, 2017 4:57:07 GMT
Gui skin have no more purpose in > 4.6 unity gui system, right? Chronicman did a good job with the window design so its fairly easy to understand and to change. I wish to change the fonts for all the back/accept/drop... buttons and the lists to TMP fonts but they depend on the selectable script which is some kind of hardcoded ?! You are right it is hardcoded but its ohhhhhh so simple to change. First thing you need to do is open the script you need to edit and add using TMP; at the top. The bridge uses 3 different UI classes drop downs, texts and input fields. Simply find the respectable field to the class you want to change I.E drop downs, texts and input fields. Replace the class name with the tmp class name. Example 1: In the character creation class, public Dropdown ClassOrRace;(Line 21) would be changed to public Tmp_Dropdown ClassOrRace; Example 2: In the character creation class, public Text WarningText;(Line 22) would be changed to public Tmp_ public Tmp_Text WarningText; Example 3: In the character creation class, public InputField fileName;(Line 20) would be changed to public Tmp_public InputField fileName; Fill back in you fields use the TMP components and your done. I maybe off on the tmp class name but just start with Tmp_ and you should get a lists of the classes search through and select the respective one.
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Post by dreadlord on Jan 17, 2017 15:47:05 GMT
Oh my gosh. Thanks man. I had a different solution, but you really do not want to see it
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Post by Chronicman on Jan 17, 2017 15:57:41 GMT
LOL I kinda do =) JK
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Post by dreadlord on Jan 22, 2017 5:29:05 GMT
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Post by Deleted on Jan 22, 2017 12:12:49 GMT
Dude!!!!!! Mr. Dread, all of the art really comes together, 5 stars already!!!!! :D
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Post by dreadlord on Jan 22, 2017 14:01:49 GMT
Thanks man. The plan was to sit down the whole weekend and make some progress on this hub level. And I got literally nothing at the end 😂 But my cloth simulations are working now - screw you unity cloth
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Post by Deleted on Jan 22, 2017 14:52:07 GMT
Awesome, I haven't tried unity cloth, but good to know it's not that great, what platforms are you ginger to release on dreadlord?
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Post by dreadlord on Jan 22, 2017 14:58:14 GMT
Mh iam not a ginger 😂
Steam first, maybe xbone, depends on the success. Realistic release date q4 this year. Maybe earlier but my workflow is not that fast hehe
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Post by Deleted on Jan 22, 2017 15:01:03 GMT
Awesome!!!! Have any plans for HUGE bosses dreadlord?
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Post by dreadlord on Jan 22, 2017 15:17:25 GMT
In the destroyit thread you can see one of the bosses. Each dungeon contains one boss/midboss fight.
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