Thanks! Submitted to asset store today! In the readme file I linked to your account here on OGA and on Unity asset store as good sources for additional assets to use for it.
Do you have any more plans for assets like this one?
In the unity package the origin of the model is placed a little bit off (about 1 unit in x- and z-axis) which makes the trees not positioned correctly in terrain engine. This makes them sometimes look like they are flying when positioned on slopes.
Cool! I used some of the same assets making a prototype for a game I never finished :) Mostly I was experimenting with physics and networking together as well as some AI-stuff. Some of the code is still in use in later projects though.
Really nice! I love the style! Any chance of more stuff in the same artstyle? That would really improve the chances for someone like me to use them in a game...
Please don't stop trolling, this discussion is hilarious! Best part yet:
"danorder hopefully you are in the UK and you can repeat your comment to my face ?"
What's that supposed to mean? Is it supposed to be a threat of some kind? On the INTERNETS??? Oh my...
Anyway I'll answer some questions:
This site has free game art with differet licenses. You need to check the license for any piece of art you consider using. Regarding the space merc art assets Surt has commented that you should just credit Surt. Couldn't be more simple...
If the artist has not specified how they want to be credited then I think you can safely assume that you can credit their user name. If it's a large project I would personally PM the artist to check with them but maybe that's just me.
I don't know if this helps you at all but looking at your requirements:
One-handed weapon aiming (neutral, upwards, and downwards, a blend tree can easily handle in-between)
This one should be fairly basic and as you say technically easy to solve with a blend tree. These animations exist in props and possibly in the mocaps as well. In the props there are animations for aiming pistol, shotgun and rifle up, down and neutral. (and a lot of others, reloading and stuff)
Dash-firing (player leaps/rolls in a particular direction while firing, forward, sides, and back)
This one is pretty localized I guess but you could solve it with one animation for jumping, dashing etc and maybe IK for the hand holding the weapon?
Melee combo (three-hit standing combo)
This one s pretty basic, seen lots of these. Not in the props AFAIK. Maybe mocaps. I've seen it somewhere :)
Melee dash strike (strikes while leaping forward)
Hmm this might be a bit harder, maybe you could do it with different animation layers for different parts of the body but that is quite hard to make look good. Here you might need an animator create it for you to make it look good.
Side evasion dash (left and right)
Backwards evasion dash
Basic animations that're in both the mocap and the props animations I believe.
Wall run (both up and along a wall, think Prince of Persia)
Wall jump (from a wall run)
This one is interesting! Have you considered using the technique in the unity mecanim tutorial where the character leans to the left and right when turning but simply using it with the wall as the floor? Otherwise this animation is actually in the props animation package. But doing it with code would be way cooler :)
How far into your game are you? Anything to show? :) Sounds really interesting!
Thanks! Submitted to asset store today! In the readme file I linked to your account here on OGA and on Unity asset store as good sources for additional assets to use for it.
Do you have any more plans for assets like this one?
Yes! This will work great for my Tycoon Terrain engine! Thanks!
The engine in it current state (without rails yet though)
https://www.youtube.com/watch?v=AgINNA1tB_w&feature=gp-n-y&google_commen...
In the unity package the origin of the model is placed a little bit off (about 1 unit in x- and z-axis) which makes the trees not positioned correctly in terrain engine. This makes them sometimes look like they are flying when positioned on slopes.
I really like your new 3D-assets, the simplistic style is great!
Cool! I used some of the same assets making a prototype for a game I never finished :) Mostly I was experimenting with physics and networking together as well as some AI-stuff. Some of the code is still in use in later projects though.
http://www.kongregate.com/games/mikhog/tank-prototype
Really nice! I love the style! Any chance of more stuff in the same artstyle? That would really improve the chances for someone like me to use them in a game...
Please don't stop trolling, this discussion is hilarious! Best part yet:
"danorder hopefully you are in the UK and you can repeat your comment to my face ?"
What's that supposed to mean? Is it supposed to be a threat of some kind? On the INTERNETS??? Oh my...
Anyway I'll answer some questions:
This site has free game art with differet licenses. You need to check the license for any piece of art you consider using. Regarding the space merc art assets Surt has commented that you should just credit Surt. Couldn't be more simple...
If the artist has not specified how they want to be credited then I think you can safely assume that you can credit their user name. If it's a large project I would personally PM the artist to check with them but maybe that's just me.
Sorry for late reply! You really don't need to add me to any credits. If you want to credit anyone then you could credit OGA as a whole :)
Nice extra icons!
Do you draw these from scratch or are they rendered 3D models? If 3D-models could you perhaps post them as well?
And I gotta say I love the style! Hope someone makes a transport tycoon-like game from them :)
I don't know if this helps you at all but looking at your requirements:
This one should be fairly basic and as you say technically easy to solve with a blend tree. These animations exist in props and possibly in the mocaps as well. In the props there are animations for aiming pistol, shotgun and rifle up, down and neutral. (and a lot of others, reloading and stuff)
This one is pretty localized I guess but you could solve it with one animation for jumping, dashing etc and maybe IK for the hand holding the weapon?
This one s pretty basic, seen lots of these. Not in the props AFAIK. Maybe mocaps. I've seen it somewhere :)
Hmm this might be a bit harder, maybe you could do it with different animation layers for different parts of the body but that is quite hard to make look good. Here you might need an animator create it for you to make it look good.
Basic animations that're in both the mocap and the props animations I believe.
This one is interesting! Have you considered using the technique in the unity mecanim tutorial where the character leans to the left and right when turning but simply using it with the wall as the floor? Otherwise this animation is actually in the props animation package. But doing it with code would be way cooler :)
How far into your game are you? Anything to show? :) Sounds really interesting!
/Mike
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