2D Fantasy Animated Character Vol.2

“2D Fantasy Animated Character Vol.2” is the animation character of the “flower girl” whom 16 kinds of motions are included in.

I have already finished a hit judgment and a judgment of the key input, the shift of the animation to operate a character in a game from the moment when you placed this asset in the scene.In addition, I prepare character data of three kinds of size of “1024×1024” “512×512” “256×256”.Therefore the saving of data to application is possible.You may devote yourself to game development without bothering you in them.

■Content

[02_flower_girl_large]

Character on the basis of size of “1024×1024” becomes available.

[02_flower_girl_midium]

Character on the basis of size of “512×512” becomes available.

[02_flower_girl_small]

Character on the basis of size of “256×256″ becomes available.

[Demo]

Material to use for the Demo scene enters.

When you incorporate it in your game, you may delete it in this folder.

[DrawMod]

Scripts to use for the drawing of the character or the management of the animation enter.

Please never delete the thing of this inside not to work normally when I delete this folder.

■Usage

1,”Assets” I choose one of three folders of “02_flower_girl_large” right under the folder “02_flower_girl_midium” “02_flower_girl_small” and place Prefab named “ps_chara_2_flower_girl_Control” of the inside in the scene.

2,You come to be able to operate it with a key when you play the scene.

■Operation method in the Demo scene

Right and left key            :    Walk motion

x key + right or left key    :    Dash motion

z key            :    Light attack

z key + up key        : Medium attack

z key + bottom key        : Strong attack

space key        :    Jump motion

c key            :    A motion at the time of the defense. Both the thunder and the bomb are invalid during this motion.

s key            :    Motion when he was chosen

f key            :    Motion when he died

q key            :    Victory motion

w key            :    Defeat motion

(when he is exposed to a bomb and thunder, it is had of a lot of and shifts to a motion)

■List of motions

00_Ready         :    Loop possibility.TotalFrame=60.A motion when a character was chosen.

01_Idle            :    Loop possibility.TotalFrame=120.A motion at the time of the wait.

02_Block_Idle        :    Loop possibility.TotalFrame=120.A motion at the time of the defense.

03_Stunned_Idle    :    Loop possibility.TotalFrame=100.A motion when he seem to faint.

04_Walk            :    Loop possibility.TotalFrame=80.Walk motion.

05_Damage        :    Loop possibility.TotalFrame=1.A motion when he received an attack.

06_Attack_1        :    Loop possibility.TotalFrame=41.Light attack.

07_Attack_2        :    Loop possibility.TotalFrame=81.Medium attack.

08_Attack_3        :    Loop possibility.TotalFrame=161.Strong attack.

09_Jump            :    Loop impossibility.TotalFrame=82.A motion before changing from a jump to a stay in air motion.

10_Fly_Idle        :    Loop possibility.TotalFrame=20.A motion at the time of the stay in air.

11_Fall            :    Loop impossibility.TotalFrame=40.A motion when he land.

12_Death            :    Loop impossibility.TotalFrame=74.Motion when he died

13_Run            :    Loop possibility.TotalFrame=50.Dash motion

14_Victory        :    Loop possibility.TotalFrame=120.Victory motion.

15_Lose            :    Loop possibility.TotalFrame=80.Defeat motion.

■Tips

I can transfer the motion by operating “mode_motion” which is the variable of the “Animator” in the “ps_chara_2_flower_girl” prefab house component when I control the movement of the character on a script.

As you describe it as a test sample in “DrawMode/Script/playerMgr.cs”, please refer to it.

■Version history

1.0    :    Released

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