How can you be sure that an animation is applicable to everything? General animation can only associate things with the same form, style, and function, but what about other things that are different? Shouldn't you also create corresponding animations? Including standing and falling, which means at least 2 sets of related action animations need to be produced. And how do you determine if the enemy's actions towards you, such as' patting you 'is a headshot? Even if it's just 3 parts, you still need to create at least 3 sets of animations for this action, and consider standing and falling, which means you need to create about 6 sets. The same applies to other actions. This can only be achieved through the image of the character you control, and to achieve it, you need to customize the parts of the character to make differences, which is no different from making animations for all props. This is not something that can be completed during the development phase. Even if it can be achieved, the stability and optimization of the game will be extremely poor, and I have no doubt about it.
TNT00007
Recent community posts
To be honest... the strength increase of enemies and bosses is quite good, but the struggling system is quite disgusting... It is impossible to directly hold down [Z] to struggle, which means that all bosses cannot make any mistakes. As long as you make a mistake, some bosses will squeeze you out of the map or enter an infinite escape state, making it impossible to fight and unable to return to the base halfway. This means that you must complete a level in the state of [0 supply], whether it is speed level or boss level... This is not a mod that can be played normally, it is just a mod made to increase difficulty, especially the poor operation in the original game, which causes the difficulty of this mod to increase exponentially. I doubt if the mod has been tested before its release
No other meaning, just for the SAVE function of "+5 or+10,+15"? The main issue is that the strength of each "new game+" is the same for the enemy. Last time they were able to freely "kill with one hit" through various constraint attributes at level 20, which resulted in low motivation to obtain+25 achievements (titles)
https://itch.io/t/5239160/mods-for-012a-and-013a
I suggest you download from here, as it has fixed bugs
I don't think adding animations is a good thing……Especially for the enemies refreshed at each level of the game,After all, every step forward is accompanied by a huge animation demonstration……The existing elements already include several aspects such as restraint, scratching, hitting, wrapping, catching, pet sets, etc., each of which is further divided into ten different things. Can you be sure what the enemy will do to you?
Hundreds of elements mean that hundreds of different animations are needed,Don't you think this idea is unrealistic?
I think there are two biggest problems with allies... The first is that ordinary allies do not have the same resistance to "bondage" and extremely low resistance limit as the three bosses, which will cause them to frequently go back to rescue no matter how much HP they still have... The second is that allies will not release "bondage" from each other, nor will they cast "medical" spells on each other, but some enemies will do so, but once they become allies, they will basically not do so... If this part can be changed, the role of both heavy allies (2-turn movement) and flexible allies (1-turn movement) will be greater.
Is there a slight conflict between this' struggle mechanism 'and the unit's' capacity'? I tried in sandbox mode and found that the consumption of 370HP for the "Struggle Bar" is between 40 and 60, which is an outrageous ratio. Except for those three Ramia units, it is almost impossible to swallow the second unit, and one unit needs to be specifically assigned to work as a "masseur" next to it... The maximum value of this "Struggle Bar" is too low for some units, The massage recovery value is not enough to support the consumption after swallowing the second enemy unit... Can this be slightly changed to some extent?
I want to know how to translate TXT text used in games? My English is not very good... I am planning to translate it into Japanese... I would like to know what kind of encoding format (or editing software) is needed for this text to display properly in the game? The text I translate in the game is all 'blocks'....:(
I want to know how to “remove the rope”?The only known method that can be removed is [death]... There is no way to remove it at all