Oui, vous pouvez tout faire :)
Mais lorsque vous modifiez un personnage, vous devez également modifier toutes les animations liées à ce personnage.
Merci <3
Il suffit de remplacer la ressource InGameMap par une nouvelle, après l'avoir modifiée dans un logiciel de dessin (comme Aseprite).
Ensuite, pour ajouter la collision au nouvel emplacement :
1- Ouvrez votre logiciel de dessin (comme Aseprite) → ouvrez l'image du tileset dans : Dossier Template → Assets → Map → MapsTileset.png
2- Ajoutez votre nouvelle image au tileset, puis enregistrez-la.
3- Ouvrez le logiciel Tiled (utilisé pour créer la Tilemap) → Ouvrez le fichier → Accédez au dossier du modèle → Assets → Map → InGameMap5.tmj → La Tilemap devrait s'ouvrir. Si un élément est corrompu, double-cliquez dessus → puis localisez le Tileset ici :
Dossier du modèle → Assets → Map → MapsTileset.png
4- Dans Tiled, ouvrez l'éditeur de Tileset (il devrait s'ouvrir automatiquement après l'étape 3) → sélectionnez tous les éléments qui recouvrent votre illustration → Dans le menu de gauche, vous trouverez Property → changez la classe en Walls
5- Cliquez sur Fichier → Enregistrer sous → Enregistrez le fichier où vous le souhaitez. Vous devriez obtenir le fichier InGameMap5.tmj.
6- Retournez dans GDevelop et ouvrez le modèle → Scène de jeu → recherchez l'objet MapCollisions → Double-cliquez dessus → Cliquez sur Remplacer et sélectionnez le nouveau fichier InGameMap5.tmj
Et voilà !
Désolé d'avoir rendu la personnalisation des collisions un peu plus complexe, mais j'ai utilisé la collision de la carte de tuiles car elle est ultra-rapide et optimise les performances :)
Amazing work ! :o
The scene looks perfectly polished !
May i know what things you did externally, and what you did internally in gdevelop to achieve this graphic look ? :)
I didnt know you could achieve such polished looking graphics in gdevelop, so i was wondering if there are any you tricks used in the project other than the outline one that made the scene look high quality :)
In other words, the high quality graphic in this project, is just the models themselves ? (simply export from blender and imported into gdevelop) and adding outline + gdevelop built-in light and shadows, no other extensions or shaders or tricks ?
And whats the difference between SD and HD ?
What the project is doing when i trigger it ? Does it change the game resolution ?
And does it actually improve the FPS when it's SD ?
Great job again <3
Levels are very simple to add, i only added 1 to show you how all mechanics works,you simply use a variable to track the level number the player is currently playing, and then play with the Goal variable number, so level 1 goal is $700 level 2 goal is $800 for example...etc
and the dishes are just sprites, the assets I used in this template contain these 3 dishes only, you can draw your own and add as much as you like.
Sure, you only need to play with the candy swap events, to make it support touch as well, currently its Mouse only.
GDevelop is the same on all platforms, so if you have gdevelop, then you can open any .json file which is the project.
Just make sure you unzip the folder you downloaded using WinRAR or any unzip software, and then you will get the .json file to open in gdevelop.
Hello :)
Thank you for your purchase <3
Don't worry about the Windows tag, after downloading and unzipping the .zip file, inside it, you will get the .json file and the assets' folder, you simply open GDevelop on your Mac then load the .json file, and everything should work perfectly :3
Then you can publish to Android or IOS or to any platform you want inside gdevelop 👍
Keep in mind, the template supports PC only currently, but you can modify the events to support touch as well 😉
Mobile stick move is very easy to set, you just move the player to the left stick angle (there are a lot of free examples in gdevelop that show you this) you simply apply it to the player movement when the player is playing from mobile, and the same thing for the right mobile stick flashlight, checkout the free example in gdevelop called (2D Twin Stick Shooter) it has both the movement and the aiming sticks.
Thank you <3
There is no grabbing or throwing in the template indeed, maybe in a future update I can include it :)
You can develop the grabbing and throwing system in the template by adding a specific key on when to activate them if the player is close to the enemy, and then make the AI enemy freeze (can't move/do anything) using a boolean variable while the grabbing is happening, and then you can use forces or tween or even use the same knock back system that is already included in the template, and increase some of its values to throw the enemy far away.