OR when you beat a boss and like... get to wear their drip.
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Posts by Cherub
And I would like to hear that.
Also; I would love to be able to set up a dress-up system. Mind you any clothes (and body parts) that get put on her would be ripped to shreds over the course of battle, but it's still fun.
Clarification: This is not a THIS IS CLOVER NOW thing. The way my shaders are set, making recolors is trivial. Sometimes its fun to try different ideas. I'm not going to worry too hard on this till there's environment art and I can judge the clarity of the character in scene.
Same
Too tired to think.
Messed with colors.
My current lore is that she was part of dive squad 13 when she was working for the local slum lord. She just likes the number now.
Also, 13 looks like B.
For bunny.
Maybe it's cliche, but I like the juxtaposition.
Too tired to think.
Messed with colors.
FUckin hell dood
Heh. I think it's her favorite number.
Duo boss encounter against twin coyotes
www.youtube.com/watch?v=Dk3p...
Rivalry boss fight against a demon
www.youtube.com/watch?v=Fbkn...
Bummer.
Yeah, the main points he's using are all valid in what I'm doing. Except I have a INT that gets ++ every time.
I wish you luck next go round.
No one will ever see it, but I'll know it's there.
Hey, I like it when people make stuff. So I hope this helps you do that.
All the functions and systems I'm using are pretty much covered in the above playlist. I just replaced a single montage with an array.
Yeah, I didn't like that set up either.
What I basically did was make an array of montages and pull from that in order. Each time increasing the index so I grab the next montage. Mind you this is all in ONE ability trigger. It does not end until an animation ends without player input for a new one.
This series helped me a ton
www.youtube.com/watch?v=yDKR...
Cone with scaffolding on top. (Collar bone / scapula)
The part that weirds me out is realizing the rib cage is basically a cone shape.
Every family of legs will have a diff flavor of dodge. Or at least I hope so...
But yeah, the crux of my system is that gear will have active triggers. 'didParry' 'onOverheat' 'perfextDodge' -> do thing
Then hook in whatever mechanic I want.
I will not implement a DMC rating system. I musn't....
You're not far off. I have chronic insomnia.
For a long time I kept running into people in online spaces with an accent I couldn't place. I have since learned it was Australian, which should give an idea of what time it was for someone in the EST.
Progress
Grace period added to weapon change. Repair system is working again. Added iframe system to dashing.
Also added the concept of perfect dodging to the first 1/10th of a second in a dodge. Does nothing, but some day maybe mechanics can trigger off it.
#CherubDev #UE5
My favorite ac
I can only display one wound at a time. So currently hits increase its size and it pos is randomized.
Given the sprite nature of the art, I think this will be acceptable.
Limbs can have a Mass value.
Losing a large amount of mass currently effects move speed, knock back, knock back resist, melee damage, and dodge distance.
So yeah. Gotchu cov
Pretty sure that's not supposed to do that.
(ScreenFlash warning)
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