It was planned but delayed slightly due to holidays and some RL things I had to attend to.
zneeke
Creator of
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Next week I can start adding things to released packs (more attacks and some other minor things, changes, improvements and tweaks). Working on villagers and other bonus content should go along with that nicely.
I currently have some of the villagers done, but I’m not 100% happy with how it feels yet - and I have to tweak that. I can have them ready for release by mid January (Friday, 16th) - so give me two weeks.
I’m no expert but you could do one of these:
- use marker2D node as an anchor by placing it to the place where you need it and flip the sprite around that point using marker2D node
- use node2d as parent of the sprite and an anchor and have the point where you need it and flip the sprite around that point
- use offset.x and do some little math (sprite width/number where point you desire is) and have the point where you want it - some testing is required
my personal favorite is the marker2D method as it’s easiest and you can do with it what you want it’s often used placed on weapon sprites to have origin for the projectiles (asteroids for example)
Nice! This is good. I’ve seen my guy it in the first room. Reached the end and last room is pretty big.
Two things I’ve noticed and I’d like to see you improve are:
- Collisions, they are a bit odd and you can’t reach some parts of the room. Probably because the collision box is too big.
- Sprites, the characters don’t seem as sharp as they can be. There should be a setting in unity for that I believe.
That red guy shooting that blue spell really surprised me. I barely escaped.
Props for mentioning all the people involved in the project.
Keep it up.
edit: Sprites. The bat animation makes him disappear for 1 frame. And just to let you know that I managed to finish first room without getting the key. Is that by accident or intentional?
Overall I like it and do keep making games. Hone your skills.
















