Product Chat / 2D weapons

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imothep85
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Posted: 17th Feb 2018 17:03 Edited at: 17th Feb 2018 17:04
Hi

it is possible to show a 2D weapon instead of a 3D prop ?

also the same for the 3D ennemies ?
Teabone
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Posted: 17th Feb 2018 18:52 Edited at: 17th Feb 2018 18:54
Yes though an intense about of LUA scripting is involved.

For NPC's you make them similar to Decals and have them always facing. They will be either static or consistently animate. Unless we have new commands that can effect shaders so we can use an atlas for sprite enemies.

Here is a (terrible) example i did before i knew LUA, 2 years ago:



I intend to do a better mock up with what I know now. So that they can walk around.

For weapons you could just use a single plain mesh. Or you could overhaul the weapon system entirely by using sprites in LUA.
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imothep85
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Posted: 17th Feb 2018 19:32
yeha i would like to see a real 2D weapon instead of a 3d model, too complex to put in place !
medi
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Posted: 3rd Mar 2018 14:13
Sprites as weapons would be pretty cool indeed. Just like animated enemies. The usability of the GameGuru editor is really very good and these features would make it almost perfect for me. However, I can not really imagine that there is anything going on in the direction.
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synchromesh
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Posted: 3rd Mar 2018 14:19
This was the best I could do about a year ago

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Corno_1
GameGuru Tool Maker
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Posted: 3rd Mar 2018 15:22
Quote: "these features would make it almost perfect for me"

It is no official feature, but as long nobody say it is impossible, why you not try it and make GG perfect for you.
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Teabone
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Posted: 3rd Mar 2018 15:53
Quote: "The usability of the GameGuru editor is really very good and these features would make it almost perfect for me. However, I can not really imagine that there is anything going on in the direction. "


Certainty impossible in LUA. But would require a lot of work.

Its possible to actually scale sprites now. So you could technically just use sprites for this and simulate distance with scaling. But you'd have to create an entire scripted system to fake the environment depths. I think by having an invisible enemy moving around the map might work with a sprite on top scaling based on distance of the player. But real question then would be how do you hide it behind walls or partly behind walls. Or you could try doing what synchromesh has with having an actual flat object in the map. Having it animate would require using an atlas sprite. I think we can animate those sprite sheets now with the new LUA command to change shader values. Still no easy task...
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Mortt
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Posted: 10th Mar 2018 08:31
This look fun.
Could make a retro 8 Bit game kind of thing with much better graphics now.

Gona try this.
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