DrewMelton's Forum Posts

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  • I appreciate the extra rep and all, but this is silly! Another day, another fanatic badge.

  • I brought this up in a feature request over a year ago:

    While searching the forums for my old post, here is another request from someone else.

    There were others as well that I remember over the years, but I don't feel like looking for them.

    I think the main issue is that people don't like losing their place when they clear a search.

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  • yeah Drew, you should setup a Steam Concept page and put your progress (devlog) there, then when it's time to go to greenlight you may already have a bunch of people's interest for voting..

    Yeah, that sounds like a good idea. Once I get the Unity port looking like my C2 prototype, I think I will do that. The release date is still a few months away. I want to get it done this year, but with all that's going on right now, I am giving myself some leeway to ensure that the release is satisfactory.

  • aw man that's a shame. But probably unity makes more sense for the kind of game you're into (10k objects ffs). I hope we hear more from it -- in these forums or wherever. Don't you have a working name yet, so we can keep the track of it? "Isometric RPG" might be difficult to find outside this thread

    I'll make sure to post a link in this thread so all who were following the game will be able to get the new updates in the new thread. The new thread will probably be in either the open topic or game discussions sections, whichever makes more sense. I'll probably just call the thread "My isometric RPG- Unity port" when I make it. It'll probably be a couple months at least, but I'll make sure people know.

    I have not decided on a name yet. I've got a bunch of ideas down for possibilities though.

    And yeah, working in 3d has been much better for this type of game. If you watched my video on level construction, you'll see why. There will hardly be any visual difference in moving to 3d, but I'll have a much easier time of creating levels, animating characters, generating pathfinding, using physics, or just making adjustments since 3d can be updated whereas 2d must be re-rendered and uploaded.

  • >

    > I even passed the 10,000 image limit, so I can't even preview or use the debugger.

    >

    you can bypass that by loading the sprite sheets from a online storage(ftp,server etc) that way you wont have the images in the game all the time but will download them only when they are needed the rest of time they get flushed.

    Thanks, although it would be better if C2 just created the sprite sheets on preview. I heard c3 may address this, but who knows.

    Although, again I will most likely not be coming back to C2.

  • :D Sounds like an awesome game! Looks super fun too!

    Thanks! The Unity port is coming along nicely. It should be even better than what you see here. I'm in the process of moving, so I am a bit behind, but I will eventually create a new thread in the open topic section showing how my game is coming along now that it has been moved to Unity.

    Things to look forward to in the port:

    improved animations

    improved HUD

    new enemies

    more textures for environments

    improved object interactivity and highlighting

    larger levels, and more varied rooms

    improved water

    pathfinding with physics

    new abilities

    character redesign

    Some of that is only now possible since I moved to Unity since I needed 3d functionality to be able to do this stuff.

    I still want to get it done by the end of the year, but with all that is going on, I'm not going to force myself to release until I am ready.

    I am currently learning C# and Unity. Like I said, I'll post a new thread somewhere on the forums showing my progress, probably in a couple months. I have no energy right now with moving and needing to stay with relatives for a couple weeks during all this mess, but hopefully I'll be back on track before long.

  • Well, I ended up just rendering animations for the character with both weapons since I only used a dagger and a bow. Then, I just set it to the correct animation depending on a condition or variable, whatever.

    Working with multiple weapons in an isometric perspective like Baldur's Gate can get tricky because there are so many different angles needed for each animation.

    Depending on how many angles you need for your game, you can more easily get away with just rendering the weapon/arm separately and attaching it later. You'd just need to make sure it lines up correctly no matter how the character is facing.

    I mean, there are multiple ways to do it. You'd just have to check performance or memory use and see what you can get away with.

    You can click the link in my sig and watch my videos if you want to know more about it. Check the video called "gameplay commentary" for a closer look at my finished animations while I was still using Construct 2.

    All of this is a bit irrelevant for me now. I moved my project to Unity and can simply show or hide weapons as needed since it's 3d. There's no longer a need to pre-render my animations.

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  • FMFM

    Every engine needs a time to get familiar with and godot isn't going to make differense in that field. But for me it seems to be quite easy to approach. Unlike unity or ue4. Godots own

    got me quite fast on the tracks...

    It's funny how it works, but sometimes things just click. When I left C2 to move on to a 3d engine, I tried Unity, and it was okay. At the time, some things were a bit lacking. So, I tried UE4. It seemed much better in some ways, but overall ended up being more complex for my game. The blueprint system was nice, but the amount of components made some things a bit more convoluted than they should be. UE4 is still a good engine though.

    Just recently, I decided to come back to Unity to look at my mini project, and things just started clicking. I even learned a bit of C#. With the updates to Unity, I feel it is much more on par with UE4 now, and is more straight forward in many ways. I have been making steady progress ever since I came back to it.

    I'll be posting an update on my C2 game port in a month or two.

  • Trampoline Terror had a mechanic like that. You jump around, the tiles change color and disappear, and so on. I had that way back in the day on the Genesis.