arrow keys are good but wsad is generally considered more straightforward. Seeing as you get to keep your hands on the traditional home row keys while maintaining easier access to more surrounding keys, than using the arrows would allow.
Even console users are accustomed to directional pad, being on the left. Buttons or mouse, on the right.
arrow keys are good but wsad is generally considered more straightforward. Seeing as you get to keep your hands on the traditional home row keys while maintaining easier access to more surrounding keys, than using the arrows would allow.
yes but if you followed the thread,you would know that :
i’m french , and french people have AZERTY keyboards ,that implies that my straightforward keys are ZQSD and not WSAD that explains the stange key mapping for you QWERTY users.
-i made the arrow keys controls for QUERTY people, so they can try my game without changing my key mapping.
-this is stil the beginning of my project , so the key mapping is not definitive, and i think i will made a user customizable controls , so everyone could have his favorites controls
thats it
now back at the game itself: here is a new video showing some special effect when hitting ennemies:
a new video with not much visible progress, but the sword attack never miss ( almost, i kept the same system but done a fine tuning and the bombs are affecting ennemies)
as you can se on the video, on my laptop it runs fine at 40 fps with 5-6 ennemies but without any herbs or trees arournd.
i also worked on the map ,made it smaller (80%) so the landscape won’t look empty
added: 3D camera control with middle mouse button (wheel up/down to zoom/unzoom)
fixed some errors at the beginning of the game, it may work for everyone now…
let me know
Very nice pine tree. Windwaker was my favorite out of all the Zelda games. After I beat it my little brother reformatted my memory card :(. Anyways, keep working. It’s looking good so far.
the game progress is currently slower because of holidays and cause i’m waiting for the official apricot (or should i say “yo frankie”) blender release.
however, i’m still adding some graphic content to the game (i think i will totally redo my logic with the new state machine…):
I’m really impressed with your progress so far, looks really nice!
To me, the textures look a LITTLE plain. I think maybe with a bit more detail (baked shadows, more objects on the ground, etc) they might be OK.
Your effects are awesome! The only think I’d worry about is how the smoke ring goes out differently depending on how the bomb is rotated (like it goes through the ground and up, rather than just around like it would be). Might look into unchecking the little “L” on the add object actuator.
Aside from that, GOOD WORK! One of the best blender projects I’ve seen in awhile.
You really got some great stuff here…though isn’t the water tank a bit big? I’ve never played any Zelda games but how would one ven go about getting water out?
je viens de regarder ta video et les graphismes sont vraiment cool par contre tu devrais faire une petite AI simple pour pas que les enemis sont planté face au personnage. Tu devrais aussi reduire le physic rate le personage semble planer lorsqu’il tombe sans oublier quelques anims en plus et ca devrait le faire.