![]() ![]() Hope that helps Just to give you guys an update, it's been a while so let's just get going. (started on Mistlands) Credits and distribution permission. We are looking to do some palette swapping to show the difference between different equips, but if you're looking for some advice, it would be best to separate the weapons from the character so you are able to just place it on top of the character. The players controls the Shield Maiden in a challenging, dark and gloomy world based on Norse mythology. So each set of weapons has it's own animation. A subreddit dedicated to the upcoming Eitr, a 2D isometric action-RPG. Thank you in advance! Hey! the shield maiden is a collection of different sets of sprites with the weapons attached to her on the sprite sheet. I hear Jerusalem bells are ringing Roman cavalry choirs are singing Be my mirror, my sword and shield My missionaries in a foreign field. How do you do it? It's different sprites for every combination (one with sword and shield, one for arrow and bow, one for axe and shield, etc) or it's only the shield maiden's sprite combined with a different layer for the weapons? (Something like a shadow sprite would work) Can you explain a little bit? I want to know what's probably best to do when I have several different weapons. I wanted to ask you about the character animations and its relation with different weapons. Modifiers now have their own unique behaviours and take their values from the 'Premademod' class which is proving to work quite well! Use your first 5 cores and take turns making all 3 of the crafting items that need it. It’s cheap to make and doesn’t cost any eitr, and it’s fantastic against gjall. You only need the refinery when its refining. So now some items have a class 'Premademod' which holds a value and then a modifier that goes along with it. Black Forge to make the crossbow and its ammo, plus repairs. Eitr appears as an enemy in the Nihility & Dream 1 Tempest Trial. The reason for this is because we figured that most modifiers will be used in multiple places, so wanted to keep the general structure of things the same. ![]() It was also to improve the way modifiers were used on items. densetsu-no-stahpenisu: pixelartus: EitrSystem: PC Year: TBA Developer: Eneme Entertainment Website: / Video. It was generally to remove duplicate code and also to make sure that creating new types of items was much easier. Items and Modifiers There has been a few modifications to the items and how they work, we're now using Interfaces to determine the type of item it is. I think this also opens the ability to have the enemies also have bonus stats applied to them. The values at the top give us the final result of what the main attributes will be I then use a separate class which glues it all together, just to make sure everything is managed properly and works together. It uses a scriptable object to store all the values, and each stat has a range of values to select from to determine it's properties. ![]()
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