Комментарии:
crystal clear =) ty
ОтветитьU are great ! I used this at school and told everybody about ur tutorial. Now my whole class is watching u!
You are just great. Hope we can grow this channel ;)
Just wondering when the next tutorial will be and what it will be doing?
ОтветитьBest Tutorial !!!! ♥♥♥♥
ОтветитьI've noticed that the attack choices such as slash and hammer swing doesn't appear once you click the attack button. How can you fix it so that it appears?
ОтветитьJust wanted to let you know your videos here have been incredibly helpful for me! I'm learning a lot on how Unity works from them, and having my own ideas on how to approach my game ideas. You'd done some really great stuff!
ОтветитьHey, great tutorial series. Helped me understand a lot of things. There is one thing in this part I don't get however. In my version of the program, once a hero is killed, the battlestate becomes "CHECKALIVE" and doesn't switch back to WAIT, so the game becomes "stuck" (Neither my surviving hero nor the enemies can do anything). If I add a command to switch the battlestate back to WAIT in the CHECKALIVE part like this:
...
case (State.CHECKALIVE):
...
else
{
clearActionPanel();
heroInput = HeroGUI.ACTIVATE;
battleState = State.WAIT;
}
...
It works, but in your tutorial the battlestate is never set back to WAIT anywhere where hero death is handled, but it resets properly. Do you know why that is?
Love this tutorial. Totally dislike the actionbar mechanic. With all the respect to author and also to FF6. but this actionbar mechanic turns turnbased game into action game, which contradicts the whole concept :)
As we are approaching the end of battle system tutorial I am already thinking like 8 videos long how to change this into next:
As enemies choose target and choose their action, they just actually IDLE there and are waiting untill player heroes will choose their attacks and targets and only then the whole action starts.
Plus add ingame countdown for player to do their input and if no input is done in time, hero attacks random enemy with basic attack. That's how it was made in the game I once played.
And action order is based on character / hero / enemy parameter Speed (higher speed acting first).
Could not figure out yet how do I implement this.