These themes are created with a few specific rules. So at some point there should be a bunch of options. Does the particle system not support something like that where it play the frames off a texture atlas or am I not understanding what a flipbook texture is?Ĭlick to expand.If you look at the GUI Theme for example, you can choose which of the installed Themes to use. The actual FX that play could then be anything that can be instantiated from a prefab, like a particle system. As it stands you can't do it right now cause there is nothing that can move an object over time - without you having to code some script 1st. UniRPG need support for creating something called a projectile. I've not had a chance to play with that system yet so I have no idea how hard it would be to link with UniRPG and make it a "simple setup" process. > So, could you link this character system as a plugin but using your straightforward rpg maker style setup? In that same list you will probably want to place an attribute action to deduct hp on the target and other actions to do things like play an fx, etc. In this skill's list of actions you will then place an Animation aciton which will then call the clip to play. You will create a skill, which is the attack skill for say, swinging the sword. The way something like an attack animation is played is determined by an action. I'll later add option to add different idle/antics clips to use while a character is idle. You tell the character controller what the clip names are for idle, walk and run and it will use those when the character moves around. UnIRPG support only the legacy animation system atm. I am still working on the documentation for all of this. If you can code then it should be easy to tap into current features of UniRPG and integrate with it via Actions, GUI Themes, and general plugins. With a little bit more effort you could probably spend that time just making a basic true 3D rather than a knock off.Yes, the goal is to create something where you don't have to code anything. Making Neo-Mode work properly is a fairly considerable amount of work. I know this is stretching away from the Neo-Mode look you were asking about, but it will give you some ideas. The hardest part about that model is probably how it is rigged, and really, even that is not difficult. An example of this kind of shading was used in The Legend of Zelda: The Windwaker.Īlso, in the above screenshot, that Link uses some really basic shapes as well, the head is a simple sphere with the hat added to it and the arms and legs are basic cylinders with just a few sides and a sphere at the end of them. If you are not good with textures/sprites or what have you, you can simply just add very basic cell shading, or "Toon" shading, which will let you use flat colors to make the model pop. A tree model like that could be hammered out in a matter of minutes. Those trees are simply spheres with a pentagon shaped trunk and some texturing and scaling. I think when it is all said and done, if you stick with a 500 poly limit to models, they should be easy enough to make and really tack on a very minimal amount of time vested towards a project relatively speaking. I am going to go out on a limb here and say that if 3D is what you are looking for, sticking with extremely conservative models and working out your own engine is probably what you want to be doing once you realize how much of a crapshoot it is going to be to get this effect. Has me paying a lot more attention to the posts I read now. I am glad you pointed out there were links though because I would have had no idea there were links there even if I read it a second time. Even as slow of a reader as I am, I read faster than my brain could distinguish the difference between the link and the normal text. Somewhat in the defense of Varus, I use a lighter theme here on PC and I did not even notice the links the first time I read through, because they are not underlined and only vary in color in the slightest.
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