![]() 100+ Editable Moves, example interiors and exteriors, example NPC's.All the UI you'll ever need, including multiple versions of some menus.Giant, Multi Biome Tileset (Includes MegaCity Tiles, and interiors).8 Playable Characters each with Battle Sprites and Animations.20+ Unique Battle Animations (countless with palette swaps). ![]() 40+ Song OST instantly available upon purchase.60+ NPC's with 56x56 Battle Sprites, and 4 facing directions (100+ Total).100+ Monsters, with both 56x56 Battle Sprite and also 16x16 versions.MonMae currently includes the following assets and features: So I bought MonMae, what comes in the Box? With this, intuitive Visual Editors, responsive support, and a dedicated YouTube Tutorial Series, making montamer games is easier than ever! MonMae contains all of the art, animations, and code you would ever need for making the game of your dreams, with the ability to export to Nintendo Switch, Xbox, PS4, and of course PC, Web, iOS, Android, and Ubuntu. Indulge in the power of an engine that exports to all major consoles, yet requires no coding experience to start!Īll the hard work has been done for you. With a massive library of ever expanding, beautiful artwork at your fingertips, and a 40+ OST, making the next best selling Monster Taming game has never been easier! If there's any doubt, we even have a YouTube Tutorial Series to guide you through the process.Why pick MonMae over other Engines? With a little bit more effort you could probably spend that time just making a basic true 3D rather than a knock off.MonMae (MonTamer Maker) is your one stop shop for monster tamer games! MonMae strives to offer intuitive building mechanics that rival RPGMaker, without all of the suffocating limitations. ![]() Making Neo-Mode work properly is a fairly considerable amount of work. I know this is stretching away from the Neo-Mode look you were asking about, but it will give you some ideas. The hardest part about that model is probably how it is rigged, and really, even that is not difficult. An example of this kind of shading was used in The Legend of Zelda: The Windwaker.Īlso, in the above screenshot, that Link uses some really basic shapes as well, the head is a simple sphere with the hat added to it and the arms and legs are basic cylinders with just a few sides and a sphere at the end of them. If you are not good with textures/sprites or what have you, you can simply just add very basic cell shading, or "Toon" shading, which will let you use flat colors to make the model pop. ![]() A tree model like that could be hammered out in a matter of minutes. Those trees are simply spheres with a pentagon shaped trunk and some texturing and scaling. I think when it is all said and done, if you stick with a 500 poly limit to models, they should be easy enough to make and really tack on a very minimal amount of time vested towards a project relatively speaking. I am going to go out on a limb here and say that if 3D is what you are looking for, sticking with extremely conservative models and working out your own engine is probably what you want to be doing once you realize how much of a crapshoot it is going to be to get this effect. Has me paying a lot more attention to the posts I read now. I am glad you pointed out there were links though because I would have had no idea there were links there even if I read it a second time. Even as slow of a reader as I am, I read faster than my brain could distinguish the difference between the link and the normal text. Somewhat in the defense of Varus, I use a lighter theme here on PC and I did not even notice the links the first time I read through, because they are not underlined and only vary in color in the slightest.
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