Happy April Fool's Day, if it's true I can't take the blow
Beiträge von simon2000
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I have always been interested in animation and maps before, so I wrote some tools to explore the rules. Export the picture you requested, just add a few lines of code to the previous code。Switch from png to bmp, change the transparent color, and write a little code
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There is one more thing, I will deal with it as 150x150 first, if this has an impact, I can change it
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When I processed the picture, I first converted the png, and then processed the transparent color. On this basis, how to change and how to withdraw is relatively simple. The only difference between my request and your request is the image format
In addition, I obtained the GameImageFrame strictly according to the configuration file, so some files are not 288
Please forgive my poor english
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I found one bug
HumanMaleLayers\ChainMace
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There is an area worthy of improvement — InventoryImages
When the action animations are all beautifully changed,InventoryImages is shabby,
unity Asset Store has some free resources,But I think Eustace have a better solution
https://assetstore.unity.com/p…ns/basic-rpg-icons-181301
https://assetstore.unity.com/p…s/2d-rpg-sword-icon-69372
https://assetstore.unity.com/p…rpg-inventory-icons-56687
If it is an imitation, I recommend taking a look at the following resource.
Its disadvantage is that it is cartoonish
https://assetstore.unity.com/p…4000-fantasy-icons-163280
I think that the equipment pictures in the animation are presented separately, maybe better than the original version, at least it can be coordinated with the animation
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I think the effect is better than before,too efficient!
while without a shield it looks silly
Watch diablo run without shield
Actually, it’s okay, although it looks silly
The width and height of the frame limits future development
148X130 too small, The right size is at least 250X250,The following figure uses the size 300X300
SteveNew said that this is not a problem,Of course, he needs to modify the code first to support larger sizes
I hope this can be achieved
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- Also, when wearing a shield and a sword (or any other weapon) at the same time, the layer order will probably will be amiss (so you'll see the shield layer on top of the sword layer). This is also fixable (LayeredFramesToBack missing in the pox files).
I just found this problem,In fact, this problem should not be dealt with on the graphics material at all
Can learn from diablo's method,According to different directions in the code, determine the order of painting
I also found in the test that this is a problem that must be dealt with, otherwise there will be problems with the occlusion. This can be solved with code.
Call SteveNew
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Outer—RobeBlack ,The location is a bit problematic
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Compared to diablo, running motion is unnatural,Need to fine-tune
I may be too nitpicking
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I found a bug,In all ini files。。。
[Action Cast]
SWFrames=185,186,189,188,189,190,191,192,193,193,END
WWFrames=194,195,196,197,198,199,200,201,202,202,END
NWFrames=203,204,205,206,207,208,209,210,211,211,END
NNFrames=212,213,214,215,216,217,218,219,220,220,END
NEFrames=221,222,223,224,225,226,227,228,229,229,END
EEFrames=230,231,232,233,234,235,236,237,238,238,END
SEFrames=239,240,241,242,243,244,245,245,247,247,END
SSFrames=248,249,250,251,252,253,254,255,256,257,END
MovementPerFrame=0
TriggerFrame=6
SSFrames=248,249,250,251,252,253,254,255,256,257,END //257 is wrong
The correct one is as follows
SSFrames=248,249,250,251,252,253,254,255,256,256,END
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If cross-platform support, the drawing engine uses sdl2 instead,There is almost no other choice for delphi
In a big way, the graphics engine is the most important
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I suggest adding Chinese and Japanese font support
Although it's hard,Need to change the text display
I think it's worth it
The original text display method is out of date. If the text display can be improved, this game has a broad market space.
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