VertexZero's Recent Forum Activity

  • You should use booleans (true or false), by adding instance variables to your player.

    Then, you should have both animations for left and right legs doing a step.

    Probably would work better with custom movement, but I'm sure there must be a way with platform behavior.

    Give it a try, and post your capx if you have problems.

  • Tell you what, tomorrow Ill try to put a small capx file with whats necessary. and Ill comment it.

    Cheers

  • the way I did it for my project was to have floor tiles that can have spikes. You can perfectly add the randomess factor to it.

    I added an intance variable called fSpikesID

    and I use system Pick to know which spike trap is being activated.

    I can send you images of the code if you want

  • Desert of Kharak might be using marmoset light engine and using PBR. We used the same in our project. There's also the possibility of using Autodesk Beast.

    At the studio we have people that also worked in projects using Unreal 4 and its indeed more powerful. Shaders can be completely customized in UE4. Plus you can also use Blueprints to have full control on them. I base this on my knowledge with both engines. Our experience with Unity was awful.

    Its a good engine but not appropriate for certain game types, that's all. Power wise its very limited when compared with how Unreal works. here I'm talking about pipeline wise.

    And obviously we have access to all the latest versions of both Unity and Unreal.

  • I know Aesprite can export .json file for animations. I wonder if there would be a way to load animation info ingame.

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  • mahdi71, Unreal 4 Lightning system is stronger than Unity. We tested Unity with different systems for previous projects and comparatively to Unreal 4, Unity pales.

    Now, I disagree with C3 having 3D. If its done externally like what can be found for C2 then why not, but I think C3 should continue focusing on 2D instead.

    After all not many users will be able to build 3D games.

  • You export a capx file. Check the top menu, you'll have an option for exporting a single file.

  • You should post a capx file so we can help you

  • 3Ds max is expensive but easier to use, Maya is great but difficult to use. Blender is amazing and tons of great features and the only reason I don't use it at work its because is not compatible with the rest of our art pipeline.

  • Ah ok, well, that sucks. I thought that by getting ride of an extra collision detection sprite (so far I use 3 or 4 attached to the player sprite) I would have a reduction in the collision detections.

    Thanks!

  • Theres a problem that raises with R0J0hound solution. If I keep the button press while entering climbing state, once on top of the ledge Player goes back to hanging position. I suppose this is due to Y being zero.

    Also, am I optimizing this for nothing or will I have some performance gain at the end?

  • Nevermind, I found the solution. But thanks for your help! you rock!

    cheers

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VertexZero

Member since 13 May, 2013

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