https://github.com/flareteam/flare-game/discussions/854 Could you improve this? The lady has no real face and the male does not exist. The armour is amazing looking especially the plate armour. Could you add the armours to these models? A male version to go with the Wandercall female version and perhaps a proper face for the female version too?
I'm hoping to get a proper male / female armour rig for Flare but useable in 4K. https://opengameart.org/content/isometric-hero-and-heroine This rig works fine I could keep the animation rig the same to make 2.5D frames for animations for Flare. Yet the hero / heroine really could use a better high poly 3D model swap.
As in can you make a super kickass hero / heroine rig that works with flare / spits outs animation frames like the Flare .blend files do while combining the best parts of your asset and adding new armour from the wandercall assets? To be honest I like the chunkier female 3D model from wander call but she lacks a good face and a male version and like I think I would have to try and make the Flare render animation rig work with the model. I'm just not used to doing this kind of 3D modeling animation and rendering too.
Mate, don't use Unity it is a waste of money and time. The engine and asset devs suck and don't care if you make good or terrible games they just feed off of shovelware and incomplete games and no good games come from it. The best hits of Unity has to show of nearly a decade on the market are a joke. As in shitty mobile games and very ho hum indie games that could have been made better elsewhere. Millions of dollars and nearly a decade of time and the engine devs still can't polish a turd. Don't be me and waste nearly a decade of work trying to make tricycles into helicopters with shovelware assets and blow 15k in assets and shitty freelancers and have 6-7 shitty incomplete broken games too crap to launch with irreparable fundamental engine issues. Go to Unreal 5; it's worth your time and money and its easier to use for 1-5 people size groups with more efficient workflows. Unity is dogshit. After working out hopefully the last features with Justin / Dorkster with Flare and hopefully making a commercially viable game or two on Flare, I'm hoping to get into https://www.unrealengine.com/marketplace/en-US/product/ascent-combat-framework-c-action-rpg-creator .
What are you trying to figure out for your project / game? Making a short 'gameplay demo' thing that has around 30 minutes 1 hour of gameplay 'hook' / 'game feel' / ~'game play loop' is a great place to start for it is like trying to first find your 'core' of your game build around that. Please don't do what I did before one of my older projects and put the engine stuff last and think you can solve them later while working for years on art and other stuff you may like / enjoy more than the nitty gritty engine work. Get the engine working and make some 'wheels and chassis' and ~'drive it around'. Find the minimum viable prototype that you are happy with and build on that to get super powerful build cycles and improve mental health in the long run. Do you have any W.I.P. screenshots / videos? Also you can make a forum thread here for people to help brainstorm if you want; lots of people here could add stuff your really like but you have be publicly known for a bit and to ask for advice first XD.
Enemies can drop 'chests' / 'lootboxes' / random loot reward items though. I'm not sure that is what you are looking for but items can render with sprites on the ground and having a ~'rusty box' with ground sprite and inventory icon art is possible. It is just that I think that once it is opened the random loot box is removed and the random items try to populate / go in the inventory. Almost like the character just dumps it out in the inventory and throws the box away X-P.
Okay thank you.
Try rendering with the light turned to white instead of amber to get a similar pale grey look.
https://github.com/flareteam/flare-game/discussions/930
Also thank you two for helping.
Can I use this commercially on Steam and not get my video game taken down? I don't want to be sued by Unity. I hope so?
I'm trying to find a better male / female player character 3D model to use for 4K 2.5D resolutions. The Flare models are just too low poly and dated looking, the poor woman doesn't even have a face mhmm lol. https://github.com/flareteam/flare-game/discussions/900#discussioncommen...
https://github.com/flareteam/flare-game/discussions/854 Could you improve this? The lady has no real face and the male does not exist. The armour is amazing looking especially the plate armour. Could you add the armours to these models? A male version to go with the Wandercall female version and perhaps a proper face for the female version too?
I'm hoping to get a proper male / female armour rig for Flare but useable in 4K. https://opengameart.org/content/isometric-hero-and-heroine This rig works fine I could keep the animation rig the same to make 2.5D frames for animations for Flare. Yet the hero / heroine really could use a better high poly 3D model swap.
Could this hero / heroine asset that you VRS1 made be rigged to work with Flare to use the Flare render animation script to make new animation frames from this: https://opengameart.org/content/isometric-hero-and-heroine / https://github.com/flareteam/flare-game/tree/master/art_src/characters/hero + https://github.com/flareteam/flare-game/tree/master/art_src/characters/h... and also include new added high poly armour options from the Wandercall assets?
As in can you make a super kickass hero / heroine rig that works with flare / spits outs animation frames like the Flare .blend files do while combining the best parts of your asset and adding new armour from the wandercall assets? To be honest I like the chunkier female 3D model from wander call but she lacks a good face and a male version and like I think I would have to try and make the Flare render animation rig work with the model. I'm just not used to doing this kind of 3D modeling animation and rendering too.
Mate, don't use Unity it is a waste of money and time. The engine and asset devs suck and don't care if you make good or terrible games they just feed off of shovelware and incomplete games and no good games come from it. The best hits of Unity has to show of nearly a decade on the market are a joke. As in shitty mobile games and very ho hum indie games that could have been made better elsewhere. Millions of dollars and nearly a decade of time and the engine devs still can't polish a turd. Don't be me and waste nearly a decade of work trying to make tricycles into helicopters with shovelware assets and blow 15k in assets and shitty freelancers and have 6-7 shitty incomplete broken games too crap to launch with irreparable fundamental engine issues. Go to Unreal 5; it's worth your time and money and its easier to use for 1-5 people size groups with more efficient workflows. Unity is dogshit. After working out hopefully the last features with Justin / Dorkster with Flare and hopefully making a commercially viable game or two on Flare, I'm hoping to get into https://www.unrealengine.com/marketplace/en-US/product/ascent-combat-framework-c-action-rpg-creator .
Progression of power in a great world; to explore mysteries of a world and yourself.
What are you trying to figure out for your project / game? Making a short 'gameplay demo' thing that has around 30 minutes 1 hour of gameplay 'hook' / 'game feel' / ~'game play loop' is a great place to start for it is like trying to first find your 'core' of your game build around that. Please don't do what I did before one of my older projects and put the engine stuff last and think you can solve them later while working for years on art and other stuff you may like / enjoy more than the nitty gritty engine work. Get the engine working and make some 'wheels and chassis' and ~'drive it around'. Find the minimum viable prototype that you are happy with and build on that to get super powerful build cycles and improve mental health in the long run. Do you have any W.I.P. screenshots / videos? Also you can make a forum thread here for people to help brainstorm if you want; lots of people here could add stuff your really like but you have be publicly known for a bit and to ask for advice first XD.
Thank you for the perspective sharing. I hope your project hums along nicely. Is this one of many or kind of new?
Enemies can drop 'chests' / 'lootboxes' / random loot reward items though. I'm not sure that is what you are looking for but items can render with sprites on the ground and having a ~'rusty box' with ground sprite and inventory icon art is possible. It is just that I think that once it is opened the random loot box is removed and the random items try to populate / go in the inventory. Almost like the character just dumps it out in the inventory and throws the box away X-P.
I like the ~D2 style of animations as well.
Have you thought of creating a castle? For example Flare RPG could use some castle tileset assets. Also there are a few options for detailed castle 3D assets on Open Game Art. https://3dwarehouse.sketchup.com/model/u8f5a2af0-2224-4403-b8cd-c7e07cc0... + https://3dwarehouse.sketchup.com/by/Rochester4d This is great as an inspiration for a real historical medieval Castle. Yet it is not quite open source / made into a type of video game 3D art asset. Also an honourable mention to https://www.youtube.com/watch?v=sJkXRDKdAcM&ab_channel=Shadiversity
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