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Post by uberwiggett on Nov 25, 2016 1:38:34 GMT
Wow so soon? Wasn't expecting news till after christmas period you guys work fast
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Deleted
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Post by Deleted on Nov 25, 2016 1:57:25 GMT
Agreed XD lol
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Post by gojira96 on Nov 26, 2016 15:37:40 GMT
After v2.0a chests do not work.
Also, when I lock-on an enemy camera goes way too high and sometimes spins around the enemy, especially if he dies. It is an old problem but never knew how to fix it since I didn't use lock-on very much.
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Post by Invector on Nov 26, 2016 15:46:00 GMT
After v2.0a chests do not work. Also, when I lock-on an enemy camera goes way too high and sometimes spins around the enemy, especially if he dies. It is an old problem but never knew how to fix it since I didn't use lock-on very much. It's just the first chest, because it does not have any items inside. The Lock-on issue happens occasionally and we didn't figure out what is trigging that yet
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Post by deirre on Nov 28, 2016 4:23:41 GMT
Got it working on WebGL At first I was not going to show the video but decided to do so since other posts inspire me to do better. This just basically showing me check the environments ambiences. Also Im developing it on my surface pro until I replace my stolen computer, so far so good. Will keep moving forward until the shooter is completed.
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Post by jrackley on Nov 28, 2016 4:59:58 GMT
Got it working on WebGL At first I was not going to show the video but decided to do so since other posts inspire me to do better. This just basically showing me check the environments ambiences. Also Im developing it on my surface pro until I replace my stolen computer, so far so good. Will keep moving forward until the shooter is completed. Looking Great!
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leo
Junior vMember
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Post by leo on Nov 28, 2016 7:58:25 GMT
hi deirre, Your character can jump? My game publish on webgl, so my character can't jump height!
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Post by snackzilla on Nov 30, 2016 19:09:29 GMT
Woo! Unity 5.5 is finally out of beta! Hell of an improvement from what I'm reading. Has anyone tried the newest Invector Melee Update (2.0b) with it yet?
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Deleted
Deleted Member
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Post by Deleted on Nov 30, 2016 19:18:49 GMT
no, wooooooo Unity 5.5!!!! is it stable snackzilla ??? im excited EDIT- it is stable, never mind
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Post by gojira96 on Nov 30, 2016 19:20:12 GMT
Is there a way to disable shields in right hand and "Attack only" weapons in the left from inventory slots?
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Deleted
Deleted Member
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Post by Deleted on Nov 30, 2016 19:27:36 GMT
I think @gojira, you I think switch it around, maybe in the code, I havent looked much into switching hands
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Post by snackzilla on Nov 30, 2016 20:06:56 GMT
no, wooooooo Unity 5.5!!!! is it stable snackzilla ??? im excited EDIT- it is stable, never mind Stable and out of beta! It's a massive improvement from what I'm reading. I'm at work so I haven't gotten the opportunity to try it myself yet. But I'll download it, and try it out with the latest Invector later today!
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Post by Invector on Nov 30, 2016 22:28:21 GMT
Is there a way to disable shields in right hand and "Attack only" weapons in the left from inventory slots? Actually they are just icons, you can equip shields in the right hand and attack weapons in the left
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Post by gojira96 on Dec 1, 2016 0:57:11 GMT
Is there a way to disable shields in right hand and "Attack only" weapons in the left from inventory slots? Actually they are just icons, you can equip shields in the right hand and attack weapons in the left I understand, but is there a way of preventing that? I don't want to give the player a possibility of equipping "Attack only" weapon in defense hand and "Defense only" in attack hand. It essentially makes no sense since system doesn't have dual wield possibility without manual work and you just end up with default punch-defense animations. Also, you need to ensure that weapon has a correct handler in the opposite hand which is tons of unnecessary tweaks for something that I think shouldn't be there by default. This is just my opinion, some people might feel differently, but I would like to get rid of this possibility. I think it was different before, was it not? I am near a deadline, so I am just curious. Anyway, here is a latest screenshot for you guys of the game I am working on
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Post by Chronicman on Dec 1, 2016 1:55:55 GMT
Its pretty simple to do, Open up the vItemEnum script add a new type say shield save and compile. Drag inventory prefab into the scene drop down the tab to access the children. Navigate InventoryWindow/EquipAreaWindow(1)/EquipMentArea/EquipSlots this is the left hand slots. Change each vEquipSlot scripts enum to shield. Apply the changes on the parent delete prefab from scene.
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