I come with a nice little screenshot and an update:
- Working on relative player rotation, or at least fine tuning it. Should be done now. - Moving all player-related functions to a new actor: RPG_Controller. This way I have all my buttons on an abstract actor and I can use this for "menu" navigation to have a hidden player that can manipulate hud elements, simulating a UI that can be interacted with, without a mouse (arrow key navigation~). - I have HUD stuff working now, but I need more fonts. Does anyone know where I can grab a Deus Ex font that is already adjusted to be able to work? I know that I have to take the 255th color and use it to make a border that can be read by the engine to register ASCII (I think) keys, but if one is already made I'd rather not put in the effort for a font. Otherwise I'll have to just take the exported texture I have and work on it a bit. - Have been taking a break from the camera again but gonna put in some more work, namely smoothing out camera transitions. nogard posted some stuff about this but I've been working and couldn't put in the time to apply what they posted lol
LannFyre wrote:Does anyone know where I can grab a Deus Ex font that is already adjusted to be able to work? I know that I have to take the 255th color and use it to make a border that can be read by the engine to register ASCII (I think) keys, but if one is already made I'd rather not put in the effort for a font. Otherwise I'll have to just take the exported texture I have and work on it a bit.
I found this font texture which I found in DeusExUI.u from Deus Ex 1.
Here is a walk animation. SUCK IT, 3D ANIMATION! Now I just gotta animate walking in 4 other directions, 5 running directions, 5 jumping animations, and edit 5 standing frames. Thought of using the old stick figure animation program Pivot for skeletal animations, but it doesn't have any translucency options and it isn't fit for 3D animating. Or it might be, but would involve exporting in weird formats. Besides, having some fun with the animating actually.
I also want to do some music editing, but I'm not sure how to take apart a .uax file and rip instruments then put them into a tracker program. That'd be fun.
First up, new video showing the walking sprites I've drawn. They look rough as hell but I've also never really frame-by-frame animated before so take it for what it's worth.
So if you apply a zone portal and set a reflective surface near it, the move a sprite around near the reflective surface, you will see your sprite render on the zone portal. Not sure if this applies to just Zone Portals that are tied to WarpZoneInfo actors, but I thought I'd include it.
I've finished the placeholder walking animations, so it is time to write up some new goals:
TECHNICAL: > Make running/jumping animation sprites > Implement animations for items/skills > Improve sprite animation code (need stop, change speed, maybe a reverse?) - Improve sprite parser (It works, but I rework potential .INI check skips) > Bugtest 3D camera more (YOU FLYING SPASTIC, LOCK YOUR Z-AXIS ALREADY)
GAMEPLAY: > Implement items and (already coded) level up system > Implement stealth system (a la Metal Gear Solid 3, but I am clueless on actor shading/visibility checking) > Implement a party member system > Implement an in-game, controlled-via-up/down/left/right-keys GUI
As a side note, I've thought of a neat way to handle my RPG fighting mode: > Spawn player as an invisible entity and track their input, > Spawn scripted pawn or a custom actor to act as the enemy controller, > Spawn in a bunch of scripted pawns and have them assigned to either team, > Control pawns through input registered by an in-game actor instead of direct input so pawns can dynamically be taken from one team and put on the other. > Give the enemy controller a list of commands for specific pawns somehow? Not sure where to go from here.