main reason is that we currently have no gun. But you bring up a good point, when I read gun somehow I assume something like sci-fi rifle. There’s totally gun for fantasy setting.
Thanks! glad you like it.
Hi, we do scale the sprite, but also reposition other parts that are affected by the scaling. For example, when we scale the upper arm, we also reposition the lower arm so it goes to the correct position.
Thanks. I’m not quite sure which particle you’re referring to. Did you mean the slash effect when the weapon swing? It’s just a simple sprite faded in and out. No particle used.
I really like this asset, and have a few requests, first off for your part enums, can you add a None slot, so i do not have to set a body part via code ? I attempted to add these myself, but it screwed up the charData and i did not want to spend the time to track down why as i am working on a ui using your images, also, can we get item icons for all gear ? i mean i can use some, but objects like the pants i need to build into a single image for inventory purposes, eventually i will get to all of this if you do not, but thought i would ask. Sorry about the profanity on the pic, i have to keep myself interested so while coding i get a little silly during build stage
Aand version 1.11 is finally live on the Asset Store! make sure to update to get the latest animations.
Thanks a bunch!
Hi, I’m a little bit unclear on the first one. Can you elaborate more on the ‘None slot’? and how can it help in setting the body parts without code? Can you tell me more about what are you trying to do, and how are you planning on to do it?
(English isn’t my first language, so I’m terribly sorry if I don’t understand you right away)
As for the icons, It’s not on the plan right now. My suggestion would be to use generic icons for each category, kinda like how Skyrim did it. Or you can break it down into subcategory, such as light armor, medium armor, heavy armor, etc. A lot of games did this, and this way you don’t have to do tons of icons.
Sure, it is not a big deal really, and comes down to personal preference, In the pic below i am creating an item database, because i am using your items, i need to use the partslot, as you can see by default it is set to Armor, the editor lists the enums in order, so for me as a general rule, i always add the None category to my enums as the first selection, that way until i do something with it, the item is set to no slot, and not defaulted as armor.
Thanks for the explanation! That’s actually a good reason to add none to enums, but you’re also correct that it’ll break the existing charData or any characters created beforehand. We’ll see if we can do something without breaking previously made characters. In the meantime, may I suggest a workaround? How about adding a bool, say ‘Is Equippable’, in your item, and default it to false?
Unfortunately, it’s low priority for now, so probably not anytime soon. In the meantime you can work around it if you want to, by equipping different mouth/eyes/eyebrows in runtime.
Hi, cosperda! thanks for notifying us in the forum!
I just checked, and for whatever reason, email from our website ended up in our spam folder
should be fixed now, and I’ve replied to your email!