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to fix a lighting problem I added lights to the player and the non player characters
white is normal enemies
red bosses
blue is player
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had an issue with enemies applying dmg they will only apply once to the player and not again until the player has moved out and back in the collision box as seen in the image
To fixed the issue by changing how the slice boolean is activated this works because damage is applied by the animation overlapping the enemies weapon hit box so long as the player is in the collision box the enemy will activate the slice boolean to attack the player
For this to work I need to make sure all my attack animations are set to loop when it was uncheck it will only play the animation ones preventing the code from working
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ui
death screen
i did some researched the kanji that Japan has used in there past
sadly I couldn't find a free kanji font so instead I used an English to katakana translator for some menus in my game
the death screen
controls
start screen (I don't know why I added borders I just like it)
i made the win screen simple because I thought it was funny
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boss loki
do to limited information I took some creative liberates to lokis destine
I started to scalpted Loki's model in magica voxle
I added more hair and a little shoulder pad
Then I colored in the module
do to limited information I decided to do a dagger like sword for his weapon
I built a cylinder handle then I thined out the blade I added a cross gard and then I colord it in
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boss set
I first started to model ever think out in the base colours to see if I liked the way he would look in my game
Then I made the arms longer and I colored in the details
Original I was going to make sets weapon like a cane that had his face on it
I decided against it and made is closer to what he was drawn with in the Egyptian art
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to make the map i first placing down the platforms and paths
then i put up the walls
lastly i put the roof on
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boss arise
I started with the sparten enemy Model then I colored the cheap place to make it look like skin a took off some of the face protection of the helmet then I made the skirt and made it thicker on the top lastly I added a cape and a belt
Aires is always shown with a spear like all spartens so I gave Aries the spear because he is never seen with a different weapon
So I made a thick Cylinder and put a small arrow on the top then colored it
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The axe is for the Viking enemy
I started trying to find how tall the axe should be
Then I thind it out to make it less bulky
But I didint like how it looked so I rounded the handle and mad it thicker then I made the axe head longer and made it like a hook. Lastly I colored it lighter
Decorating and Painting Viking Shields Common designs included runes, animals, and divine symbols like the Helm of Awe. Color choices were symbolic: red for courage, black for protection, and white for purity. Animal motifs, such as wolves or ravens, were common, reflecting spiritual beliefs
I design this shield for the Vikings to hold for the aesthetic to complete the look
I started to make a base
Then I added a circle in the middle and I filled the gaps
I put it a design on the shield
I finally decided on a color palette for the shield
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BASIC ENEMY VIKING
first i started to make the body, head, and helmet
then I added arms and a little shoulder armor then I colored a little beard on his face
www.historyhit.com/where-did-the-vikings-come-from-and-who-were-they
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The gladius is a short sword that is about 25 inches in length. The original blades were around 22-24 inches long, with hilts of 3-5 inches and a pommel on the end. As the gladius was developed more, the blade was shortened and the sword became even shorter.
I know spartens didn't use Gladius in history but I wanted to have the normal enemies and bosses to have very different weapons to show character so I gave the spartens a Roman weapon because romes gods are extremely similar to the Greek gods so I combined Rome with Sparta a little
I made a small flat blade then a cross gard and a handle. lastly I made the pommel and colored it
One of the most famous designs was used by the Spartans, which looked like an upside down V, but is actually the Greek letter 'L'.
I desired the shield for both the Vikings, spartans, and Aires for ascetic purposes
This is the shield for the Spartan and aires
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the fire ball modal in progress
the fire ball full modal
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BASIC ENEMY SPARTEN
i started with making the armor and skirt
then i made the head and helmet
lastly I made the red fluff bigger and colored darker red
historycooperative.org/ancient-sparta-the-history-of-the-spartans
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At first, during the Old Kingdom, there was no professional army in Egypt; the governor of each nome (administrative division) had to raise his own volunteer army. Then, all the armies would come together under the Pharaoh to battle. Djoser was the first to make a professional army by getting volunteers every year to join, most of them were lower-class men, who could not afford to train in other jobs
BASIC ENEMY EGYPSHON
I started to build up the body then head and finally colored it in
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I thought about using an axe for the Egyptians because it's an axe not discussed enough in history and old weapons
So I made a long handle then made a half circle then put to holes in to to make a blade
originally I was going to give the basic Egyptian enemies the axe but I changed my mind and I will give them the Egyptian sword
A typical khopesh is 50–60 cm (20–24 in) in length, though smaller examples also exist. The inside curve of the weapon could be used to trap an opponent's arm, or to pull an opponent's shield out of the way. These weapons changed from bronze to iron in the New Kingdom period. The blade is only sharpened on the outside portion of the curved end.
So I sculpted the handle and blade to find the right color and scale
Thin I thinned it out on all sides
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kitsune research
www.britannica.com/topic/kitsune
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player character development
i first made it small but I didn't like the size
so i made it taller and wider
then i added ears, hair, mask, and a kimono which was soo hard to get right i also colored it in
lastly i added a tail
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issue with floor collision
When my player walks on the floor it is floating in the air.
Having looked at all of the settings nothing was standing out as wrong the the Blueprints. This suggests that its the model and the models collisions.
Objects are split to have a simple collision and a complex collision. based on physics and no physics.
Simple collisions like the one above are not tight to the objects as shown above.
I swapped this to use complex instead.
This is now much closed to the floor model. it is however more complex and uses more memory but this should not have any significant performance issues.
after this change the player now walks correctly.
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don't know why I made this for the floor but I like it
but i had to change it to fix z fighting when the floor over laps
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