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Retro First Person Rougelike (2D Characters/Monsters)


Benji385
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Hey All!

 

If anyone can shed some light on this this would be great. I am currently working on a Retro First Person (Doom, Catacombs 3D, or Wolfenstien 3D ) but in a rougelike RPG form.

 

So I am currently learning LUA ATM. I want to make a series of characters in 3DS Max or Blender render them out to a 2D Image that are going to be rendered out as a series of Images and applied to a 3D plane - When the character moves around the Character/Monster it should in theory rotate at the proper angle.

 

On the death of said monster/Character I want the Character to leave behind a corpse that can be gibed and can be affected by player interaction. (More on this later...)

 

When the character attacks I want the character/Monster to play an certain frame of animation.

 

If anyone could help it would be appreciated. :)

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Wow, that's old school :)

 

How many frames are we talking about with each animation?

 

You could probably create a material and change it's texture for each frame in code. Each frame would then be it's own texture.

http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/material/materialsettexture-r184

 

When you load your plane model in from code (I assume) you'll want to make sure the 2nd parameter (asset load params) is one that tells the model to use it's own material instance, otherwise the same models share materials and changing a material on 1 would change it on all other instances of that model.

http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/model/modelload-r352

 

The memers at the top are the values you'd use for the 2nd param for the Model:Load function

http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/asset/

something like Asset.CreateNew I believe

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Hey Rick,

 

Thanks for the reply. :)

 

Yeah it is old school but it will allow me to create allot more monsters quicker and with allot more efficiency. That and I can skimp on detail a bit.

 

As for frames I am thinking here about 5 to 10 frames per animation. But that is up in the air due to I have not yet rigged the characters in blender.

 

So Basically -

 

Create a material for each animation frame.

 

Then load the model from code in this case my 3D plane.

 

But here goes a quick question or two what would I need to do to make it rotate or give the "Illusion of rotation" as well as have it face the player always?

 

I was thinking about having multiple (Seven or Eight) planes attached to a low polygon Cylinder. Then with the method that you suggested putting each animation on to an individual plane. So for example:

 

The Back most Plane materiel(s) is completely separate from the Front most Plane. So on and so forth.

 

Thank you for your time :)

 

- Ben

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You should be able to create 1 material per character and change the underlying texture to that material over time in code to the frame you want to show.

 

 

For always facing you'd want to rotate the plane to always face the camera entity.

 

Check out: http://leadwerks.wikidot.com/wiki:face-entity

 

Thank you Rick :)

 

I will try that ASAP :)

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