Sounds great and cool. I will follow this progress and the project with interest. And, at the same time, I hope Pokemon and Nintendo don't do to this project like the Legends of Zelda I fan remaster and Palword.
It’s starting to come together a bit. I’ve got the basic battle flow of battle working. Right now only damage effects work, but it’s a start. Right now the thing that’s got me stuck is figuring out a good way to account for all the various effects of abilities/hold items/etc. without hard coding a bunch of stuff
Is this true? Nintendo wants to try out the Unreal Engine out. Sounds good for them first step for everything. Cool Pokemon is coming to the Unreal Engine. Can't wait to see them pop up sooner or later. I can learn a lot from the Mario brothers when they Join the Unreal Engine.😉
Yeah Paper2D isn't exactly a priority for Epic at this point anymore, Luckily the community keeps it alive in a good manner. I always wanted to do something like this but with the target being the Mystery Dungeon Series
I kinda ended up abandoning it in favor of a gen 5 graphical style. The issue is now finding a good way to make map editing simple. Based on what I’ve pulled out of my totally 100% legally acquired Black 2 ROM, the maps in those games have all the assets glued together, which makes extracting specific models annoying.
@@Quilavar More or less. For example all the trees in a map are one large static mesh, whereas my approach is to have a single individual tree that you can drag and copy multiple times, and then fuse them together at the end when you know you won’t want to make any more edits to optimize performance.
Very excited to follow this! ✨
Can't wait to see how this project goes!!
Sounds great and cool. I will follow this progress and the project with interest. And, at the same time, I hope Pokemon and Nintendo don't do to this project like the Legends of Zelda I fan remaster and Palword.
ooo that's pretty cool
Any updates on the project? It sounds very intriguing and a useful tool for making rpgs on Unreal
It’s starting to come together a bit. I’ve got the basic battle flow of battle working. Right now only damage effects work, but it’s a start. Right now the thing that’s got me stuck is figuring out a good way to account for all the various effects of abilities/hold items/etc. without hard coding a bunch of stuff
Is this true? Nintendo wants to try out the Unreal Engine out.
Sounds good for them first step for everything.
Cool Pokemon is coming to the Unreal Engine.
Can't wait to see them pop up sooner or later.
I can learn a lot from the Mario brothers when they Join the Unreal Engine.😉
Yeah Paper2D isn't exactly a priority for Epic at this point anymore,
Luckily the community keeps it alive in a good manner.
I always wanted to do something like this but with the target being the Mystery Dungeon Series
I kinda ended up abandoning it in favor of a gen 5 graphical style. The issue is now finding a good way to make map editing simple. Based on what I’ve pulled out of my totally 100% legally acquired Black 2 ROM, the maps in those games have all the assets glued together, which makes extracting specific models annoying.
@@RetroAndChill Are they merged into larger chunks and need to be sliced up? I don't think I've ever seen much of gen 5 behind the scenes!
@@Quilavar More or less. For example all the trees in a map are one large static mesh, whereas my approach is to have a single individual tree that you can drag and copy multiple times, and then fuse them together at the end when you know you won’t want to make any more edits to optimize performance.
我在哪里可以买到这个插件?
unreal is not open source, its source available
60th like
Unreal Engine and Unity Engine both C# script.
UE is c++
@@jannskinderviken1860 I was just saying that's how you explain the code to someone
Who doesn't know a thing about codeine