Heya everyone! decided to knuckle down on the world building for my desired game while I wait for the Melee update. It's an action RPG based on the avernum/exile series lore. So far it's really just a map and using TPC Loco with some fancy placeholders and bloom effect. But I have managed to play around with the object damage stuff (which I assume is the new area damage?) and have made the water kill you instantly, but swamp water saps your health over time. I used Terrain Composer 2 to craft a 4x4 terrain set to make the outline of my world, and will be editing the rest by hand. The original game is 2d with a few raised hills on the map, so I'm keeping it mostly flat and doing the hills to mimic the original style. I'll also be looking at toon shading the majority of characters and objects and sticking with that sort of hand drawn art aesthetic. Anyway, quick demo video of what I whipped up tonight.
I was going to take screen caps to show off the size of the map, but too much effort and it hasn't been hand sculpted yet anyway! For reference, I'm looking at this sort of art style for my game (and I just love this model!) Barbarian Girl and can't go past this skeleton army builder, though it is on the list of things to buy only when cashed up! RPG Skeleton Army (hope they're humanoid!)
thanks! I'm still fiddling around with it, and yes the isometric camera in Ortho style is quite good! I've added in a new bit of code* to allow object transparency when colliding with the raycast. Basically it switches the material with a transparent one, however I have found that in doing so, often the collider doesn't respond well enough and I can clip through walls! Does TPC deal with materials in some way that allow this?
We have the Culling Fade system for the character and it can work well on objects for a 3rd person game, but I don't know how it will behave on the topdown... What is cliping though the wall? the player or camera?
the entire player, i can try and make a video to show how it happens.
[EDIT] I've had another go, I added in an extra box collider to the object (originally it's a mesh one) and it works for the most part, but I can still clip through, sometimes it seems by using the roll animation, other times just by forcing myself to walk through the wall. I also put tagged the layer they are on as a stopmove layer, still didn't help. Video uploading now.
sorry was overnight for me, I've tried with a cube and box collider, here is the result.
looking now, the object switches to the layer "transparent FX" as part of the new code. I've tried listing it as a stopmove layer but it still seems to screw with the collider. using a collider from a normal (default layer) object still works.
Sorry bout this guys, I can't make any new 2.0 tutorial videos like I had planned, my GPU is dying, fans are giving way and I am reaching temperatures of 100 Celcius 0.0! But I'm putting aside some cash to put toward a new card to replace it, so by christmas I'll be back up and running. For now though I've been working on converting the rpg item megapack into the new 2.0 system, 1500 items of various use including weapons. Shouldn't take me long, just need to adjust the hitboxes and damages and then use unity to take screen shots and turn them into icons for the inventory then adjust how they sit in the hand... Ok yeah it takes a while, but I now have all the 1 handed axes in the system!
dat item id count tho!
edit: shields added in, the item count is now up to 204!