![]() Nesting also opens up the possibility to do things like use positioning as part of your animations, and of course to use multiple sprites for your character! For all those reasons, I strongly recommend leaving them nested, but by all means, don't use the nesting if you don't like it. The reason they're nested by default is because that enables you to move the sprites independently from the rest of the GameObject for example, there's a jitter effect that's used when actors take damage which couldn't be accomplished without nesting. Regarding where sprites are stored on your character: if you'd like, you can absolutely move your SpriteRenderer to the root of your actors, if that makes it easier to import animations from other programs. then is very simple share and control values, similar to MVC flow, with other game components in or out of scene without impact on existing or new codeĪgain, REX is really very good, but need clean and modular architecture with modules working together instead hard-coded connection between components and prefabs.Ĭlick to expand.Thanks for the feedback! this is not good way, best solution is create extra static component, where gameplay data are stored player data like MP, HP, lives are as part of prefabs/components setup item count from powerup is not possible for example for different weapons ammo, because implementation now works only with one Energy/Bar energy has link to energyBar prefab, which is problem when items/powerups are created proceduraly when game need more weapon types with extra bars and energy/amount, then is not possible assign powerup to other bars powerup has only 3 UI bars type, and only one for weapon using TextMesh instead TextMesh Pro, which is now free and part of new Unity ![]() because level has used UI in scene instead in Canvas/uGUI, create other UI elements is not so simple from existing elements all animation clips I have to create manulaly or always make changes on created object from REX palette because animated sprite is assigned out of Animator component (SpriteHolder), then is not possible using exported animation using animations from 3rd party tools/importer This connections break usability in other game flow as is now. ![]() Problem is, that this all components are directly connected with existing gameplay and game data. I want use REX for my next project, because has very good working player ability/attack system and components. After getting this, there is also a master thief sprint where you must get from the start of a level to the exit within a time limit.On a first look is REX very great asset, but afrer one week I found that a lot of elements are hard-code in a way, which is not good for new game addons and extensions. Finding all the clues in a level allows you to open a safe with a page from the Thievius Raccoonus which grants a new ability of some sort. In addition to the main objective, there are clue bottles to find. There are substantial stealth elements here as you must dodge searchlights and trips lasers which set off alarms and avoid alerting guards. The objective of these worlds is to reach the location of the key. Many of the levels have a platformer structure. You must collect all the keys in the world to fight the world's boss. Each of the levels has a primary goals which earns you a key. ![]() Most worlds are structured as a central hub with entrances to numerous individual levels. This game is divided into five worlds, each themed around a particular part of the world and the villain headquartered there. Sly must defeat all the members of the gang to recover the book while evading Carmelita Fox, a police officer chasing him around the world to apprehend him. When he was a kit, a gang called the Fiendish Five killed his family and divided up their book on the art of thieving: the Thievius Raccoonus. Sly Cooper is the latest in a long line of master thieves.
0 Comments
Leave a Reply. |