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Resident Evil clone made in Unity Javascript teaser
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Can you port any format for the models? Example.character models?Last edited by Ultimacloud123; 11-27-2015, 07:49 PM.
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PSX release isn't possible currently and wouldn't really serve much a purpose. I'm pretty sure it would require using a whole different engine, coding, and using the old Playstation TMD format. On the other hand, a Playstation Network build is definitely feasible.
Dino Crisis is feasible. There just isn't enough knowledge on any of the game's files to work with currently.
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VirusPunk :It is possible to realize dino stalker with your engine, as it has happened with resident evil survivor, in the future ?
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Hey Viruspunk, I did some research about unity. Could this technically be ported to Psx?
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I have contemplated remaking the N64 version of 0. Me and biohazard_star are currently on the hunt for the official textures for it (most notably the carpet and wood textures in the train) used in the backgrounds. If we manage to find these, I will definitely consider remaking it. We acquired alot of the official textures used in the backgrounds from an Asian site, but not all of them are found yet. I'm sure they're all stock textures and floating about some place.Originally posted by blackpower View PostVirusPunk : Do you compliment bushels making giant footsteps, have you ever thought about realizing the prototype of resident evil 0 (N64) for psx?
After 3 weeks, here is the latest update, check out the description to see what has been changed/added:
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VirusPunk : Do you compliment bushels making giant footsteps, have you ever thought about realizing the prototype of resident evil 0 (N64) for psx?
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Heh, another thing I overlooked. I'll look into fixing that, thanks for the tip.Originally posted by Gemini View PostThe way you're handling weapon pivot lock is still incorrect, but you got it right when the player turns around. You need to lock a foot as the pivot for all motions, not just one. Quick example:
Notice how Elza moves relatively to the locked foot. This principle applies to all weapons, you only need to adjust which foot it locks on depending on the animation.
Edit: I noticed for RE1 after having spent a good hour analyzing the official movements (at least in the case of Jill's alt Director's Cut costume anyway which would be EM1033) that when performing the knife aim action Jill shifts backwards a couple steps (smoothly lerps into position, pay close attention to the shadow, although I'm sure you are aware of it), then moves forward back to the original local position relative of where you're facing when you hit the attack button, it doesn't actually lock the feet in place even though it looks like it does, the sliding back and forth creates the illusion that the character's feet are locked in place. I don't think even locking the feet would be possible at least not for Unity's case. Maybe the case of RE1.5 and RE2 is a bit different, this is just what I noticed in RE1 anyway. To confirm this I placed myself between the inventory crate in the save room. When stuck between two objects, her feet sway back and forth (because she is stuck in local position, and this is just how the animation was created) because there are two objects blocking the backward/forward movement. I think even if Capcom did infact lock the feet in place, what I'm describing is the only feasible option for Unity's case anyway. It's not hard to execute, but getting the correct backward and forward translation will take some trial and error.
Look:
Yeah, if you hadn't told me anything I would've overlooked it, but I knew there was something off. When you look at it, it looks quite silly seeing his feet sway back and forth in local position. It looks like he is dangling from wire and swaying his feet above ground. I knew there was something off but just couldn't quite pinpoint it.
I think the biggest dilemma will be figuring out how to move the leg while rotating with a shotgun/handgun or similar weapon equipped. I'm sure you notice when you equip the handgun or shotgun and rotate, his or her right leg will sort of jerk, which isn't apart of any animation, looks like it is done entirely in code.Last edited by VirusPunk; 10-31-2015, 05:47 PM.
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The way you're handling weapon pivot lock is still incorrect, but you got it right when the player turns around. You need to lock a foot as the pivot for all motions, not just one. Quick example:
Notice how Elza moves relatively to the locked foot. This principle applies to all weapons, you only need to adjust which foot it locks on depending on the animation.Last edited by Gemini; 10-23-2015, 05:42 AM.
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Ultimacloud123= Looking at the video of this project, it makes me remember the queen zenobia of revelations.
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When I drafted the project I made plans to do the partner swap system with their own health as well since Gaiden had it's own partner swap system. The idea was to update it with the feel and concept of a true RE inventory system and screen. Biohazard star did a great job to throw the writen concept into a visual concept. This isn't finalized since we currently are using some placeholders however it is very close.
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^That's because it is based on Zero N64's. I had originally wanted to follow Gaiden's inventory layout, but it leaves little room to wiggle around, especially if you want to implement some partner system options:
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Not bad for a design, kinda reminds me of the RE0 status menu. The real challenge with menus is the way you need to program them, most developers have issues with interfaces for some reason.
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Mock-ups for the title screen and inventory. Character and item avatars are temporary, of course:

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