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33ドル(税込)で30種類のアセットが手に入る破格のメガバンドル第3弾
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※ 注意:このバンドルはUE多めな構成です
$30バンドルに含まれる「Exporter for Unreal to Unity 2024」でUE → Unityに変換しよう
You can think of it more as a gameplay mechanic not only ninja and enemy sprites, it includes precision-made mechanics such as jumping, running, holding on to the wall, shooting, npc movements, you can easily build a 2D game on it.
How will my character hold onto the wall?
Why is running animation still playing a bit even if my character has stopped?
When the jump button is pressed first, the character should not go too far when the right button is pressed.
Why does this character slide down while standing on a slope?
You don't have to deal with problems like this.
(Sorry for stuttering at the preview video, the playing the package is very suitable, it is very optimized and it has not any low fps issue, I don't know why but OBS studio causes stuttering for my great computer.)
~Content~
Graphics:
Ninja Drawings
•Two Different Ninja Attack (26 - 22 frame)
•Two Different Ninja Crouch Attack(17 - 18 frame)
•Crouch, On Air and Stading Throw Star (9 frame)
•Coruch(5 frame)
•Run and Coruch Walk (27 frame)
•Two different Jump (13 - 27 frame)
•Two Different Jump Attack (26 - 22 frame)
•On Wall Stand, Throw Star and Attack(4 - 8 - 16 frame)
•Die (33 frame)
•Take Damage (7 frame)
•Idle Relaxing(36 frame)
•Idle (4 frame)
•Rifle reload (11 frame)
•Rifle Shoot (9 frame)
•Rifle On Air Shoot(9 frame)
•Bow Shoot(16 frams)
•Bow On Air Shoot(16 frame)
•Bow Idle (4 frame)
•Run Rifle or Bow (13 frame)
•Backward Run with Rifle or Bow(13 frames)
Average character size is 390x280 res. 2x scaled down ninja sprites available.
Enemy Drawings
•Idle(3 frame)
•Walk(24 frame)
•Shoot(18 frame)
•Take Damage(11 frame)
•Die(58 frame)
•Two different Melee Attack (14 25 - frame)
Average Character size is 390x290 res. 2x scaled down sprites also available.
Controller Scripts:
•Ninja: Ninja's controls scripts are not one, there are separate scripts that control the rifle and the bow. It can be used easily with different animations or 2D characters, the only thing you need to change is which animation to run.
•Enemy: Enemy's AI is quite functional and sufficient for any 2D game. Enemy is an npc so it's not playable and has states like idling, patrolling, shooting, this is pretty generic way among 2d platformers and controller scripts can be easily integrated with any other 2D character.
•Also there are camera controller scripts in this asset and not related to Cinemachine.
•I wrote the necessary explanations as documentation in the package.
Thanks for your time, If there is a problem or discontent, feel free to contact me.
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