Search found 59 matches

by LorrMaster42
Fri Feb 23, 2018 9:14 pm
Forum: Help & Support
Topic: Some things with the Github version...
Replies: 10
Views: 384

Re: Some things with the Github version...

Nothing in particular, it just seems easier to program to me if everything is categorized separately (say if someone wanted to create a new type of item, or wanted to redo parts of the code). It was more of a "Why did you do it this way?" question.
by LorrMaster42
Fri Feb 23, 2018 8:06 pm
Forum: Help & Support
Topic: Some things with the Github version...
Replies: 10
Views: 384

Re: Some things with the Github version...

I have a question regarding the item system. Why aren't items grouped in a class tree system, rather than all just being marked as an "item" class? Wouldn't it be simpler to have an abstract "item" class, with other classes that inherit from it such as "ItemWeapon" or &...
by LorrMaster42
Tue Feb 13, 2018 3:48 pm
Forum: Community
Topic: Re Twitter
Replies: 136
Views: 10139

Re: Re Twitter

Maybe you could do something like Skyrim and equip spells?
by LorrMaster42
Fri Jan 26, 2018 5:33 am
Forum: Help & Support
Topic: Reload/Refresh Textures
Replies: 41
Views: 1758

Re: Reload/Refresh Textures

Okay, I see now. The individual sprite isn't the problem, its the image's memory space. That adds up a lot with all the NPCs. One this I was wondering is if you could take a 3D model and add in a shader to make it look like a 2D sprite. Reason being would be to allow for different clothing options o...
by LorrMaster42
Thu Jan 25, 2018 4:28 am
Forum: Help & Support
Topic: Reload/Refresh Textures
Replies: 41
Views: 1758

Re: Reload/Refresh Textures

Does Unity have LOD enabled for these sprites? That would help save some memory, right? Just wondering if there is any other optimization to be done.
by LorrMaster42
Wed Jan 24, 2018 3:09 pm
Forum: Creator's Corner
Topic: Horseback Riding Additions
Replies: 10
Views: 681

Re: Horseback Riding Additions

For the playerMotor script, the changes basically boil down to adding a new run speed while on a horse, making it so running works while riding, and increasing jump height while on a horse and running. Then there is the other script that deals with the transport modes where I had to create a separat...
by LorrMaster42
Wed Jan 24, 2018 6:11 am
Forum: Creator's Corner
Topic: Horseback Riding Additions
Replies: 10
Views: 681

Re: Horseback Riding Additions

I'll definatly send a pull request when I'm done. Hopefully I didn't break anything along the way while tinkering with this.
by LorrMaster42
Mon Jan 22, 2018 1:14 am
Forum: Creator's Corner
Topic: Horseback Riding Additions
Replies: 10
Views: 681

Horseback Riding Additions

Made some additions to the PlayerMotor script to allow for holding the sprint key while on horseback to go into a canter, which will make the horse go faster and jump higher. Also made the horse animation play slower while cantering and made it use the horseback walking audio, which sounds perfect e...
by LorrMaster42
Sun Dec 17, 2017 10:48 pm
Forum: Creator's Corner
Topic: Skills anyone?
Replies: 17
Views: 1650

Re: Skills anyone?

I would personally like to see the skill system be even more complex than it is in Daggerfall. For example, archery could have a bunch of different smaller skills that affect draw speed, accuracy, damage, movement speed while the bow is drawn, etc. Some skills could be expanded upon in this manner, ...
by LorrMaster42
Mon Oct 23, 2017 10:34 pm
Forum: Community
Topic: Re Twitter
Replies: 136
Views: 10139

Re: Re Twitter

I've spent quite a bit of time working with magic in the Creation kit, and one interesting thing I saw that wasn't really used in Daggerfall was a condition list for effects, enchantments, and spells. Basically you could tell a spell that it could only work if the conditions in its list were true, s...

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