Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Visions Mind

11
Posts
89
Followers
179
Following
A member registered Sep 02, 2016 · View creator page →

Creator of

Recent community posts

No problem! :)

(1 edit)

Hey there!Yes! All the images and video you see in the page were rendered in UE.:)

Hey there! Thank you! Hum, I'm not sure, the assets provided contain 4k textures. I'm not very familiar with the Godot engine. Could be be any sort of filtering/compression/mimap setting in-engine? 

Thank you! If anything else comes up with more time with the tool I'll leave a reply here! Thank you!

Thank you for the quick reply! Awesome! Glad you find the suggestion useful! Yeah having that ability would be awesome!  Hah! Nice! Yeah using the Slate browser with a browser reader is a nice idea! Thanks for the suggestion!

Hey there! Just got Slate from gumroad, super neat tool so far! Quick question: do you have plans to implement .epub support? That would be great! Again, great work with it, looking forward to use it on my laptop!

Hey there! Thank you for your interest!

If I'm not mistaken (I've never used it) RPG Maker is a 2D Game Engine. This is a pack of actual 3D Assets. I don't know if you can directly import these into RPG Maker but I suspect it won't work. That said, you can always load them into a 3D software (I'd suggest Blender, since it's Free and Open Source) and render them out to Sprites to use in any 2D Game Engine. 

:D!

No problem! If anything else pops up feel free to let me know!

Hello! Thank you so much for your interest and for your comments! Yes! These should work in any 3D application that supports FBx files (including those you've suggested). In regards to Unity you would have to look for how the engine works with the Collision Meshes (usually it's just a matter of editing the naming or something similar). If you just want the assets to render, you can simply delete the collision meshes - in my case (UE4) I used their necessay naming convention, so the collisions are the objects that use the following naming: UCX_[nameOfTheObject].

Thank you so much! I'm glad you like these! :D