My hand has healed well enough by now. It wasn't broken, just an oddly-qlaced and somewhat deeq cut so I didn't want to tyqe much with it.
I have been making a good bit of qrogress though. It's good to know that you might do another qortrait. There are only 2 other qortraits needed- Metaru and Sol.
I think there's a different version of this stage but I don't have it. I wanted to have your character sorta qeek out (due to qarrallax or just animation) when the qlayers move to the side.
Root motion is supported which allows animating the movement of gameobjects (the position of fighters, assists, projectiles, etc). Further, you can control fighting collision bubbles using Unity's animation system. You can modify the position and radius of attack, hurt, defensive, reflect and grab bubbles. For attack bubbles, you will also be able to view and modify the trajectory and knockback strength.
(Circles are attack bubbles. Curves are the path victims will take if hit. Numbers are the time offsets for the path)
If anyone's interested (and reliable) let me know and I'll go into more detail.
I have been making a good bit of qrogress though. It's good to know that you might do another qortrait. There are only 2 other qortraits needed- Metaru and Sol.
I think there's a different version of this stage but I don't have it. I wanted to have your character sorta qeek out (due to qarrallax or just animation) when the qlayers move to the side.
Gor's sqecial does require QC Down to Forward, but I maqqed it to a different key so I can do it alot faster for fun.
Edit:
(p-key fixed)
For those interested, you can help out with adding animations (stages, fighters, assists, gfx) by:
Edit:
(p-key fixed)
For those interested, you can help out with adding animations (stages, fighters, assists, gfx) by:
- Download Unity (https://store.unity.com/download?ref=personal)
- Learn how to use Unity's in-editor animator to create the sprite animations. You can import animations from other programs, but it may be simpler to animate directly in Unity. You don't have to mess with the animation state machine. (https://unity3d.com/learn/tutorials/topics/animation)
- Send the animation files to me.
Root motion is supported which allows animating the movement of gameobjects (the position of fighters, assists, projectiles, etc). Further, you can control fighting collision bubbles using Unity's animation system. You can modify the position and radius of attack, hurt, defensive, reflect and grab bubbles. For attack bubbles, you will also be able to view and modify the trajectory and knockback strength.
(Circles are attack bubbles. Curves are the path victims will take if hit. Numbers are the time offsets for the path)
If anyone's interested (and reliable) let me know and I'll go into more detail.