Fighting game

Re: Fighting game

PostPosted by J Bowman » Fri Jul 20, 2012 4:27 pm

Does Sage support any features for animation flipping like say for an instance a character switches to southpaw but the same moves could be executed
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Re: Fighting game

PostPosted by AlteredReality » Sun Jul 22, 2012 8:10 pm

So you mean basically changing an animation set? If so, you could do that be creating different state machines that it switches between based on the state of the character.
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Re: Fighting game

PostPosted by J Bowman » Mon Jul 23, 2012 7:45 pm

I mean when a character performs a move and it leads him into the southpaw stance do I have to do all the animations over for this stance or does sage have a way to flip the animations
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Re: Fighting game

PostPosted by AlteredReality » Tue Jul 24, 2012 8:03 pm

You'd have to have unique animations for this different stance.
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Re: Fighting game

PostPosted by J Bowman » Sun Jul 29, 2012 11:42 am

Is there a limit to the amount of animations I can have due to ram constraints?
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Re: Fighting game

PostPosted by AlteredReality » Sun Jul 29, 2012 1:58 pm

Well, there is always technically a limit with memory. However, nothing Sage does should be particularly memory expensive. Any issues with memory you'd run into, I would think would be due to Unity loading the animations.
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Re: Fighting game

PostPosted by J Bowman » Mon Aug 13, 2012 5:45 pm

Do you include any script presets because i'm not a coder and I would like to create a prototype
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