I think the game would benefit greatly from HD, at the curret times any potato pc could run it, and the extra download weigth wouldnt be that bad. Keep us posted about that.
Hi Zimtente, actually Flare assest can be pretty easy depending of what you want to do. I suggest you pick something thats already there, modify it and learn with it and then tackle something more nasty like tilesets or the like.
And the first one is done, this one even has a tail. ;)
Ideally this bad boy will rush and use Charge/tackle/shield bash or whatever the skill is called as soon as the hero is detected to get into a melee instantly, and cause stun with most of its attacks, a challenge for archers and mages who have it way too easy rigth now.
The main problem is that im dumb, i can run the script and create all the separate pieces, then run the comand console and join then into a spritesheet, but after that in totallly clueless as to how compress that and wirte the file that controls the animation ingame (the one with the miliseconds)
Hey Reemax, its nice to see your willpower at developing this; the creature keeps getting more complete and better. Good luck with the rest of the development.
I think the game would benefit greatly from HD, at the curret times any potato pc could run it, and the extra download weigth wouldnt be that bad. Keep us posted about that.
Hi Zimtente, actually Flare assest can be pretty easy depending of what you want to do. I suggest you pick something thats already there, modify it and learn with it and then tackle something more nasty like tilesets or the like.
You can make walled cities and put some guards at its doors with Hp, ect... as you said before; theres a pretty good one from the alpha demo:
https://opengameart.org/content/isometric-knight-npc
Also, i will be making new versions of some enemies, but only if they will get used. I would love your input about then.
Sorry for crashing your thread yet again Rubberduck
And the first one is done, this one even has a tail. ;)
Ideally this bad boy will rush and use Charge/tackle/shield bash or whatever the skill is called as soon as the hero is detected to get into a melee instantly, and cause stun with most of its attacks, a challenge for archers and mages who have it way too easy rigth now.
https://opengameart.org/content/charging-minotaur
Would it be fine if i just upload the models? I enjoy more the artistic side than the code one.
The main problem is that im dumb, i can run the script and create all the separate pieces, then run the comand console and join then into a spritesheet, but after that in totallly clueless as to how compress that and wirte the file that controls the animation ingame (the one with the miliseconds)
I made a new normal map for the base minotaur, now it doesnt look flat.
Hey Reemax, its nice to see your willpower at developing this; the creature keeps getting more complete and better. Good luck with the rest of the development.
This will be great to use alongside Aseprite, good job and thanks for sharing.
I think you are confused, Unity3D is a game engine, pretty easy by the way; for proper modelling you need other software like Blender, Maya...
i felicitate you on finding an alternate solution, i hope to see your project evolve in the coming months.
Pages