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Author Topic: Possible to create equip system?  (Read 4127 times)

Majicpanda

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Possible to create equip system?
« on: June 04, 2013, 02:55:01 pm »
Does tk2d support anything that would allow a full equipment system to overlay an animated sprite with simple z depth changes?

Thought is...
- have a sprite with empty hands and set a vector 3 for mount position of weapon in hand per frame and have the weapons all have the same canvas size and "grip" spot.. Not sure if you can make a parented game object a vector3 on the weapons and just match that to a mount position on the player that specifies a mount position.
- also do this for helms, chest pieces, and boots

This will be pixel art so smooth moves is no good really for everything involved even though we own it. Is there anything you can think of in tk2d that would assist with this? On frame change the vector3 would need t be changed to match the hand position in the frame. Helms should be easier if we don't move the head but boots etc will be tougher.

The other hurdle is setting pivot points of the weapon if that's possible so that rotating them does so around a specific point to match the players hand.

If there's an easier way to go about all of this I'm all ears ;)

unikronsoftware

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Re: Possible to create equip system?
« Reply #1 on: June 04, 2013, 03:06:11 pm »
There is likely to be an "attachment" system in 2D Toolkit 2.1, where you can either read the data and interpret it yourself, or attach an utility behaviour to create and animate 2 children for you. You could possibly do this with that system.