We have a website right now for our company "Few Remain" at http://www.fewremain.com and for WInd Lancers so far we just have our facebook page at http://www.fb.com/windlancers. Going to set up a standalone page for Wind Lancers eventually with a web based version.
cparki3

- 7 de Feb de 2017
- Se unió 16 de Feb de 2014
- En Wind Lancers
- En Wind Lancers
Hey guys,
We are still working on our 2-D platformer Light Knight, but we are waiting on our trailer to be finished and in the interim decided to work on a small mobile project with some Spine animations. Thought it would be fun to share the animations on here as they are finished and get some feedback. Here is the first baddie; the Eye Bat.
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Just finished the animation for the Wind Lancers logo
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These are really cool! Almost has a "Don't Starve" vibe to the art style. More please!
- En Wind Lancers
- Editado
This is amazing! Thank you so much for putting this together Mitch. It's put together in a way that is super easy and straightforward to customize. Great work as always and worth whatever you want to sell it for. :yes:
I had this same exact issue and found a workaround for the sorting layers. Basically when I upgraded to Unity 5, all of my layer IDs changed from simple values starting at 1, to crazy long numbers (my Midground layer is now ID #684989807). In the past I used a simple script to help sort some of my non 2D objects like Particle Systems called "Sorting Layer Exposed". I found it online that someone made a long time ago and it's helped me out a lot. Basically you can attach this script to any object, type the layer name in the appropriate field, and you will get the new layer ID. You can then use this ID for your sub-mesh renderers and it should work as expected. Please let me know if you have any questions and I'd be happy to post screens or something.
I am attaching the script so you can take a look and see if it works for you for now.
Best of luck!
I upgraded a couple of nights ago and so far the only thing I noticed was that all of my layer ID numbers changed. They used to simply go in order (1,2,3, etc.) but now they are almost like 9-10 digit serial numbers. I had to re-order all of my sub meshes because the layering was messed up on all of them.
This is AMAZING!!! :clap: I was really used to using Mecanim for animations before transitioning to Spine. Fantastic work Mitch! I cannot wait to integrate this. Our Alpha version of our game is almost ready and I will definitely be using a lot of these features for our beta. :rock: I know I tell you all the time Mitch, but seriously nice work, thank you soooo much!
- En IK Pinning
LOL This is amazing! Mitch's best work yet! :clap:
- En Light Knight
@JuanluGC Thanks a lot! Definitely an emphasis on detailed artwork on this one. The game-play will hopefully resemble Rayman legends with a bit more combat. We are working with dynamic lighting and a lighting mechanic that makes enemies weaker when they are exposed to more light. We are working toward 4-player co-op so if you all stay together with your light, it has an even bigger impact. If you run off on your own and you run out of light, it will be much harder to kill enemies (stronger, more health, etc). We initially wanted to make it more of a beat'em up but we wanted to avoid a lot of repetition and instead work on the exploration and puzzle/platforming aspect of it. Your game looks awesome too btw, reminds me of a much better looking alien hominid!
@Shiu Thanks, I will definitely take a look at the latest launcher and make some changes. Hopefully I'll be back with an updated post pretty soon.
This looks great! We are working on a 2-D platformer too. Hit me up if you want to chat Unity or help each other out. My Skype handle is parkinson76. I've been messing around with a lot of Mitch's latest stuff recently and it's awesome of course lol.
- En Light Knight
This is exactly what we needed! We have a fantastic illustrator but we are very new to animation (especially in spine). Thanks a lot for the feedback! We'll be posting some updated stuff in here for sure. I took a look at your stuff as well and it is very impressive (Art style is very unique and cool). How big is your team?
- En Light Knight
- Editado
- En Light Knight
Here is a quick grab of one of the characters we are working on for our game called Light Knight. If anyone wants to check out more, you can at http://www.fb.com/fewremain. More coming soon I hope lol.
Once again amazing work Mitch!! Still waiting on our animator to wrap up some of the new animations, but I can't wait to dig into this stuff! Thank you, thank you, thank you!
We just added this to our character roster. One guess how we are going to handle animating his beard
. Thanks again for some amazing work Mitch! Been playing around with this a lot and everything is working pretty great for me so far. The only issue I'm experiencing is when creating ragdolls, it seems no matter what I do my characters root/hip bone wont drop... so my character looks like he is suspended from the waist. Any thoughts on this?
That would be incredible Mitch! Thanks for taking the time to respond.
- Editado
Hey guys,
I am finally really ramping up production of my game and I have a sticking point. We have these characters that will all have a light attached to them. The light is going to be a physics based strap that attaches to a light source. I'll attach a screenshot of what I mean. I have the light attached and moving perfectly, but it needs to be under the arms and above the legs... can't seem to figure this one out. Any suggestions? In the pic you can see the strap going over the characters hand when it should be under.
Hey guys,
I LOVE the examples here! I am curious how to get the same look transferred to Unity... Is there some specific shader I should be looking for. What steps are involved to take what I see in this demo and move it into my project?
Thanks!