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Thread: Multiplayer Combat Editor

  1. #1
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    Multiplayer Combat Editor

    Status: [7/15/2017] Polishing for a Itch.Io release as Early Access

    The Multiplayer Combat Editor provides a set of modular tools to implement and customize Combat (damage type, floating texts...), Skills (fireball, automatic riflegun...), Stats (health, energy...), Modifiers (talents/perks, silenced/burning...) and Actions (reload, sprint...) in your game.

    MCE is adapted to both advanced and new blueprint users.
    MCE tools are more adapted to RPG, Moba, Shooter and Action games but can be used for other games as well.
    MCE's selling price will depend on its final list of features and the depth of their modularity. I'd like to keep it under 40$.
    MCE is plug-and-play in a blank or existing project.
    MCE is an idea that initially came to life while working on the Sacred Sword prototype.
    MCE can be used for both multiplayer and singleplayer games.
    Planned submission date: August 2017.


    MCE - Recreating Ezreal


    Main Features:
    • Combat Manager
      An alternative to Unreal's "Any Damage" system integrated to MCE tools that features built-in systems such as death and damage types.
    • Skills & Skill Manager
      Create any skill you need: from automatic fire, charged weapon, scopes or laser beams to fireball, rain of arrows and petrify. Featuring settings like the number of stack, the type of cost (mana or ammo) or the animation to play among many others.
    • Stats Manager
      Create stats for your game actors: health, ammo or experience. Provides built-in systems for stat regeneration, skill cost and runtime modifiers.
    • Modifiers
      Modify skills, stats and actions at runtime ("I choose this talent which increases my fireball damage, changes its icon and FX but also increases its cost").
    • Status
      Create status such as "Stunned", "Rooted" or even "Feared" that have gameplay effects (like immobilizing or forcing a character to run away from a target).
    • Action Manager
      Easily create lists of actions and the rules between them ("The player's avatar can't shoot while reloading, shooting cancels sprint and sprint cancels reload").
    • Multiplayer
      MCE supports Multiplayer out of the box.
      /!\ A choice has been made to focus on bandwidth performance at the detriment of client-server security therefore MCE code is not protected from purposeful cheaters.
      /!\ MCE is setup to work with a listen-server.
      /!\ MCE does not provide a 'movement prediction' system which means the position of client characters can be slightly different on server.

    Additional Features:
    • Simple Weapon Interface
      A multiplayer weapon system that works for both TPS and FPS games using MCE tools.
    • Simple AI Manager
      A simple system to create attacking and moving enemies using MCE tools.
    • Example Content
      MCE provides several examples ranging from player characters to skills and enemies.
    • Widget Suite
      A suite of widgets linked to MCE tools to display informations such as stat and skills.
    • Tutorial Series
      MCE will be supported by a series of tutorials ranging from integrating it to fully customizing it.
    • Learning Resource
      I'll apply the experience I've gathered as a blueprint and game design teacher to make sure you can learn from the plugin.
    • Compatibility
      MCE should be compatible with most systems as it does not use any "cast to class" to work. Tutorial videos on how to merge it with other popular plugins are planned.


    Current ongoing tasks:
    - Improving usability
    - Creating example content & videos

    And it's the end of it! Thanks for reading through

    I really think this plugin can feel a gap in the marketplace and I hope it will be as good as a learning tool as it can be.

    If you have any question, request or feedback, I'd be glad to hear it.

    Good luck and have fun in your projects everyone
    Last edited by Yun-Kun; 08-18-2017 at 02:58 AM.
    Elliot Yun
    Game Designer - Prototyper

    [WIP - Plugin] Multiplayer Combat Editor
    A-RPG Sacred Swords
    Youtube Tutorials

    Ryse Up Studios - France

  2. #2
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    Holy ****! This looks amazing! Seems like Yun's done it again lol .

  3. #3
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    Looks awesome, so is this a c++ plugin or BP? Thanks! Does it come with any kind of
    Frontend menu systems or session support?
    Last edited by -SP-; 01-28-2017 at 02:57 PM.

  4. #4
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    Well done on the work so far looking like this may be the new base requirement to go along with the ARPG toolkit

  5. #5
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    Quote Originally Posted by -SP- View Post
    Looks awesome, so is this a c++ plugin or BP? Thanks! Does it come with any kind of
    Frontend menu systems or session support?
    The plugin contains both blueprint and C++ code, some might move from one place to another depending on my final setup. Of course everything will be accessible through blueprints.

    It is currently not planned to add any kind of menu / multiplayer lobby system, would you consider it to be a must-have addition?
    EDIT: I received another feedback asking me about such a feature. I'm awaiting for your comment and I'm thinking about it in the meantime.

    Quote Originally Posted by Smartay View Post
    Well done on the work so far looking like this may be the new base requirement to go along with the ARPG toolkit
    Thank you! I planned to make a Youtube Video to detail how to merge the Action RPG Inventory plugin by Vanguard Interactive with the Multiplayer Combat Editor (if you're referring to that particular product).

    Quote Originally Posted by Maxx_Rexx View Post
    Holy ****! This looks amazing! Seems like Yun's done it again lol .
    Hehe
    Last edited by Yun-Kun; 01-29-2017 at 07:04 AM.
    Elliot Yun
    Game Designer - Prototyper

    [WIP - Plugin] Multiplayer Combat Editor
    A-RPG Sacred Swords
    Youtube Tutorials

    Ryse Up Studios - France

  6. #6
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    That was exactly it, subscribed*

  7. #7
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    Little update here.

    I finished prototyping most of the core systems (without their customization settings). I'll be cleaning up and testing the friendliness of use in the next few days.

    I'll make appropriate change to the core code if some things are not well designed for the user.

    I'll move on to adding the customized settings only when the core systems will be perfect for the user. In the meantime, feel free to give any feedback and idea regarding what you'd like to see in the plugin.

    For now, I only added a multiplayer session management to my to-consider list.
    Last edited by Yun-Kun; 02-01-2017 at 07:28 PM.
    Elliot Yun
    Game Designer - Prototyper

    [WIP - Plugin] Multiplayer Combat Editor
    A-RPG Sacred Swords
    Youtube Tutorials

    Ryse Up Studios - France

  8. #8
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    Looks interesting, Keep up the work

  9. #9
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    Hello there

    I'm still cleaning up, that takes a lot of time because I'm writing all the comments, colorizing them, renaming functions & variables and moving stuff from place to place.

    I've improved the usability of several things I've came across as well. Soon I'll be trying to import MCE to a clean project and try to use it as a new user would. That's my next step.

    On my way to cleaning, I've built a simple print string system that makes my life easier to notify the user where an error occurred.

    This system will be included in MCE and can be customized (adding the categories you need for your game).
    Name:  newprintsystem.png
Views: 1671
Size:  44.1 KB



    Good luck and have fun in your projects everyone
    Elliot Yun
    Game Designer - Prototyper

    [WIP - Plugin] Multiplayer Combat Editor
    A-RPG Sacred Swords
    Youtube Tutorials

    Ryse Up Studios - France

  10. #10
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    Hey guys!

    Here's an update for the Multiplayer Combat Editor.

    I've pushed most of the initial features I intended to make with basic customization settings.

    I made a 15 minute video where I showcase what an initial MCE setup could be like (goal is to have two players fighting each other).

    Here it is.



    Here are the features currently implemented (the video only showcases the first three):
    - Stat Manager
    - Skill Manager
    - Combat Manager
    - State Machine Manager
    - AI Manager

    I still need to rework some parts of the stat manager, to implement the perk editor and to add every juicy customization settings. And of course to keep improving the user experience.

    Keep in mind that this is a rough skeleton of what MCE will be so I'd be really pleased to hear any feedback / improvement / requests.


    Good luck and have fun in your projects everyone
    Elliot Yun
    Game Designer - Prototyper

    [WIP - Plugin] Multiplayer Combat Editor
    A-RPG Sacred Swords
    Youtube Tutorials

    Ryse Up Studios - France

  11. #11
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    Luminary
    Join Date
    Mar 2014
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    I would buy this

  12. #12
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    Update here

    I'm working on the skill modifiers and modifiers in general.

    Here's a small test I started with:


    This system is still under heavy work, it was a lot more complicated than I expected but it's okay now I think I got the architecture going.

    I still plan to submit MCE on March-April.

    Btw "Multiplayer Combat Editor" sounds a bit generic and I think that's something Epic is advising against (and I may have walked out of my initial scope as well ).

    I'm not sure if I should change and if so for what name.

    Quote Originally Posted by HeadClot View Post
    I would buy this
    I'm glad to hear it!


    Have a good day ladies and gentlemen and good luck / have fun in your projects
    Last edited by Yun-Kun; 06-18-2017 at 06:28 PM.
    Elliot Yun
    Game Designer - Prototyper

    [WIP - Plugin] Multiplayer Combat Editor
    A-RPG Sacred Swords
    Youtube Tutorials

    Ryse Up Studios - France

  13. #13
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    Samaritan
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    do you have an idea on what you might charge for this?

  14. #14
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    Infiltrator
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    Very interested in this project. Hope the rest of development runs smoothly!

  15. #15
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    Quote Originally Posted by The_Mec_666 View Post
    do you have an idea on what you might charge for this?
    MCE's selling price will depend on its final list of features and the depth of their modularity. I'd like to keep it under 40$ but it's growing big quite fast. I'd like to think that the modularity and the suite of tutorials makes it worth at any mid-price range. What would you consider to be the fair price?

    Quote Originally Posted by belushy View Post
    Very interested in this project. Hope the rest of development runs smoothly!
    So do I


    Would you consider a multiplayer lobby feature mandatory?

    Thanks for your interest guys
    Last edited by Yun-Kun; 03-13-2017 at 07:34 PM.
    Elliot Yun
    Game Designer - Prototyper

    [WIP - Plugin] Multiplayer Combat Editor
    A-RPG Sacred Swords
    Youtube Tutorials

    Ryse Up Studios - France

  16. #16
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    Infiltrator
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    Personally yes I think a lobby feature system would be a good addition to this project. Maybe even a spectator mode feature (for mp games.)

  17. #17
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    I'd say get the already plan core done before adding lobbies. Looking good will keep an eye out for this.

  18. #18
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    It's looking good!

  19. #19
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    Quote Originally Posted by Amievil View Post
    I'd say get the already plan core done before adding lobbies.
    Sounds like a wise advice

    Thanks for the support guys!

    I've finished most of the logic regarding modifiers.
    I added State Machine modifiers which allow you to Stun / Silence / Root the carrier of the state machine.

    Next steps are to clean up the Weapon architecture to make sure it's compatible with the ARPG Inventory (and easy to use) and to finally add the damage type system (cherry on the cake).

    After that, it will be all about cleaning up, commenting, restructuring, user friendliness and adding all the customization settings.
    Elliot Yun
    Game Designer - Prototyper

    [WIP - Plugin] Multiplayer Combat Editor
    A-RPG Sacred Swords
    Youtube Tutorials

    Ryse Up Studios - France

  20. #20
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    Luminary
    Join Date
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    For me - Multiplayer is mandatory however - I will not be using lobbies but a "hub areas" in my game world.

  21. #21
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    Yeah Multiplayer will work out-of-the box.

    I was specifically talking about Create / Search / Join / Quit Session and the widget that handles the "lobby" where you get to see which players are there and the game mode / settings. It was something several people asked here and on my private list and I was wondering whether or not to include it. But I'll stick with my original plan and see how it piles up for now I believe.

    But I keep that idea in my pocket and I'm eager to hear any feedback anyone would have.
    Last edited by Yun-Kun; 03-16-2017 at 04:59 PM.
    Elliot Yun
    Game Designer - Prototyper

    [WIP - Plugin] Multiplayer Combat Editor
    A-RPG Sacred Swords
    Youtube Tutorials

    Ryse Up Studios - France

  22. #22
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    Hey everyone

    I've finished implementing the base architecture of all features \o/

    That means:
    - Combat Editor
    - Skill Editor
    - Action Editor
    - Stat Editor
    - Modifier Editor
    (Talents, Status, Crowd Controls, Damage Types, Pick Ups)
    - Simple AI Interface
    - Weapon Interface


    Here's a video showcasing all of it:


    Remaining tasks are the following:
    - creating all example content
    - adding all customization settings
    - cleaning up / commenting
    - improving the user interface (that's what I'm most scared of)
    - producing the learning content / documentation

    That's still a long road but at least I got the ball rolling.

    I'm still eager to hear what you guys think!

    Have a great day ladies and gentlemen, and have fun in your projects
    Elliot Yun
    Game Designer - Prototyper

    [WIP - Plugin] Multiplayer Combat Editor
    A-RPG Sacred Swords
    Youtube Tutorials

    Ryse Up Studios - France

  23. #23
    0
    This looks great! I'd love to see the lobby/server settings added but something more unique like a player hub built-in would be incredible. I know that's probably a bit of a stretch...Do you have any plans for future releases? Or will it mostly be bug fixes and integration tutorials?

    Keep up the great work!

  24. #24
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    Quote Originally Posted by PixelForge View Post
    This looks great! I'd love to see the lobby/server settings added but something more unique like a player hub built-in would be incredible. I know that's probably a bit of a stretch...Do you have any plans for future releases? Or will it mostly be bug fixes and integration tutorials?

    Keep up the great work!
    First of all, thank you

    A 'player-hub' - you mean like moving around with your character in the lobby with other players' characters?

    I'm not quite sure about updates as of yet, I mostly think in terms of learning resources.
    I have lots of plans regarding them and I wouldn't want to sabotage them by giving premade stuff (obviously following a tutorial and doing the stuff has more educational value than just downloading it).

    I have a different set of tutorials I'd like to make to go along MCE: Basics / Advanced / Going Further. Basic would be quickest possible implementation, Advanced would be the breakdown of a system and how to use it and Going further would be directly modifying MCE's code. But it's a bit too early to talk about this as I haven't decided the final educational format yet.
    Last edited by Yun-Kun; 03-20-2017 at 03:23 PM.
    Elliot Yun
    Game Designer - Prototyper

    [WIP - Plugin] Multiplayer Combat Editor
    A-RPG Sacred Swords
    Youtube Tutorials

    Ryse Up Studios - France

  25. #25
    1
    Hey ho over here!

    Here is a massive update after two months of hard work on MCE and other business projects.

    I finished all the features I initially intended to release and completed all the example blueprints.

    Here is a video showcasing what will probably be the DemoRoom for MCE:


    Only remain two tasks: cleaning up code and recording the tutorials and I'll finally be on the road to submission.

    I'm planning on submitting MCE this month but as I’m already late don’t take this as guaranteed

    If you have any question, comment, suggestion or feedback, feel free to post it

    Good luck and have fun in your projects everyone!
    Last edited by Yun-Kun; 05-06-2017 at 01:27 PM.
    Elliot Yun
    Game Designer - Prototyper

    [WIP - Plugin] Multiplayer Combat Editor
    A-RPG Sacred Swords
    Youtube Tutorials

    Ryse Up Studios - France

  26. #26
    0
    Awesome work man!

  27. #27
    0
    Wow, this is really impressive. As usual, huh . Nice work El

  28. #28
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    Supporter
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    Such a great work,awesome !

  29. #29
    0
    Excited for this. Awesome job! Will be getting upon release

  30. #30
    1
    Hey there

    Little update without anything fancy to show.

    I've been working on updating every variable, functions and parameters names for the past two weeks (I've been pretty busy with other tasks and it is also a tedious work so I'm slower).

    I also did other cleaning stuff. It's almost done now.

    Next step is to evaluate the usability of the Plugin and write up all the comments to make the code welcoming.

    I can clearly see the end of the road but it's not quite here.

    I'll keep updating this post even without anything to show, I let it down too much.


    Good luck and have fun in your projects everyone
    Elliot Yun
    Game Designer - Prototyper

    [WIP - Plugin] Multiplayer Combat Editor
    A-RPG Sacred Swords
    Youtube Tutorials

    Ryse Up Studios - France

  31. #31
    0
    Update there

    I've been struggling hard these past weeks with several things:
    - 4.16 compatibility
    - packaged version behavior discrepencies
    - IRL work
    - Blueprint instability overall when changing asset names and folders

    But I've managed to do several things:
    - added a Multiplayer Menu with simple Host / Join feature
    - cleaned up all the hierarchy, asset names, updated stuff to Unreal standards, renamed things
    - tested MCE a bit as a user, it helped me shape the end-user workflow
    - this made me rework several big systems and that's why I ended up fighting against some Blueprint instability
    - I added Categories to my Blueprint nodes to help the user find the nodes MCE gives him:
    System: Everything MCE does internally, you might not want to call or edit this.
    Feature: Everything MCE allows you to do, you might want to browse them.
    Setup: Nodes MCE needs to be properly setup, expose lots of tweakable variables.
    HUD: Nodes MCE offers to display on screen informations.
    Override: Functions you can override to customize MCE without editing System functions

    Next steps:
    - finalize some reworked systems
    - rebuild the examples that were associated with them
    - add few missing juicy features

    And these will get me to the last big task: add shortcuts / tooltips and comments to Blueprint code.

    I know it's getting far longer than expected but I'm happy with how it goes. I'm taking my time to produce something I really think people can iterate on and learn from.


    I wish everyone plenty of power for the week to start.

    Good luck and Have fun!
    Elliot Yun
    Game Designer - Prototyper

    [WIP - Plugin] Multiplayer Combat Editor
    A-RPG Sacred Swords
    Youtube Tutorials

    Ryse Up Studios - France

  32. #32
    1
    Update!

    I've completed all the features I wanted.

    I now need to write the comments / tooltips to increase the friendliness and teaching potential of the Multiplayer Combat Editor.

    It will be a long task but I hope I'll find the strength to get it through quickly.


    I'd be glad to here some feedacks on what you'd like to see / learn from the code comments and the common mistakes you see in comments in general (things that don't help).

    Have a good night ladies and gentlemen.

    I wish you good luck and have fun in your projects.
    Last edited by Yun-Kun; 06-28-2017 at 06:35 PM.
    Elliot Yun
    Game Designer - Prototyper

    [WIP - Plugin] Multiplayer Combat Editor
    A-RPG Sacred Swords
    Youtube Tutorials

    Ryse Up Studios - France

  33. #33
    0
    Hey there

    Update after 20 hours of code commenting

    There are 2 main categories of content in the plugin: the Core content and the Example content. I finished commenting the first part, the second will wait for now.

    Commenting the Example content will take me about 15 hours and will basically unlock the full potential of MCE (that's where people will learn how to use it). But I don't need to comment them to submit the plugin. And since the submission process will be long, I'll plan on commenting this part of the content at that moment.

    Here are few of the blueprint nodes the user can call in "BP_Skill" which is the actor component representing an ability in the game. There are many more features included...

    Imagine a series of event like, press -> FX + animation | Anim notify -> find actors in sphere -> deal damage and stun + FX.

    Name:  MCEFeatures.jpg
Views: 580
Size:  633.9 KB


    Current ongoing tasks:
    - making the Example map
    - making & packaging the Demo Project
    EDIT:

    And I realized I had several systems in place that allow me to quickly create a new feature: Team Modifier. You can now modify the team of an actor that has a Combat Manager on-the-fly with Modifiers.

    I tried it with the Bolt skill which can be considered like a Charm here. I'm bending Zombies to my will!




    Have a good day ladies and gentlemen
    Last edited by Yun-Kun; 07-09-2017 at 05:41 AM.
    Elliot Yun
    Game Designer - Prototyper

    [WIP - Plugin] Multiplayer Combat Editor
    A-RPG Sacred Swords
    Youtube Tutorials

    Ryse Up Studios - France

  34. #34
    0
    Hey there

    Update again!

    I've finished rebuilding the example showcase map and I recorded myself walking through it and testing all blueprint examples. Here is the video:


    I will likely be submitting in the week or the next week after fixing the last remaining bugs.

    Have a good day ladies and gentlemen
    Last edited by Yun-Kun; 07-10-2017 at 03:47 AM.
    Elliot Yun
    Game Designer - Prototyper

    [WIP - Plugin] Multiplayer Combat Editor
    A-RPG Sacred Swords
    Youtube Tutorials

    Ryse Up Studios - France

  35. #35
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    Infiltrator
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    Looks great!

  36. #36
    0
    Update here

    I decided to polish MCE a bit more before trying to submit it and add two new features : spawn AI with Skill (Summons & Minions) and Limited Target Amount (piercing projectiles and limited target area of effects).

    I realized not having these features was lackluster when I was trying to brainstorm Moba characters using MCE tools. This was definitely something I needed to fix.

    I also plan to try things out in 4.16 and 4.17 to do a triple version release (from 4.15 to 4.17). I hope everything is going to work smoothly on this side (4.16 looked fine with MCE last time I checked). I'm not sure if I can only submit the 4.15 version alone.

    Quote Originally Posted by belushy View Post
    Looks great!
    Thank you!
    Last edited by Yun-Kun; 07-14-2017 at 05:33 AM.
    Elliot Yun
    Game Designer - Prototyper

    [WIP - Plugin] Multiplayer Combat Editor
    A-RPG Sacred Swords
    Youtube Tutorials

    Ryse Up Studios - France

  37. #37
    0
    Update here

    I have made a "Let's Create" video inspired by GaimeDev.

    I recreated Ezreal with the Multiplayer Combat Editor tools (minus the basic attacks and the passive).

    Here is the video showcasing the whole process (50 minutes) but timestamps are in the description if you'd like to just check the end results




    My experience highlighted few things I needed to improve regarding the skill creation workflow.

    It also made me realize I did not think about Passive skills at all (it did not cross my mind whereas I'm a moba enthusiast, I feel bad ).
    I'll surely not add them now without prepairing their addition properly therefore I'm likely to add them after the release.

    I'm going to fix the few thing I noticed and I guess I'll be packaging an example project for you guys.


    In the meantime, have fun in your projects everyone


    EDIT: Everything seems to be working fine in 4.16 without any efforts. It's looking promising
    Last edited by Yun-Kun; 07-15-2017 at 06:27 PM.
    Elliot Yun
    Game Designer - Prototyper

    [WIP - Plugin] Multiplayer Combat Editor
    A-RPG Sacred Swords
    Youtube Tutorials

    Ryse Up Studios - France

  38. #38
    0
    Looks fantastic great job and work, would you consider adding in network prediction or supporting dedicated servers at all in the future?

  39. #39
    0
    My god this looks incredible. I'd love to see more videos like the Ezreal one. Especially if it's less work for you instead of editing or commentating. I really wish I could buy this right now. I'll be buying it day one for sure.
    You do some incredible work. Thank you for your generous contributions!

  40. #40
    0
    Hey there!

    Thank you for your support guys, I really appreciate it

    Quote Originally Posted by Smartay View Post
    would you consider adding in network prediction or supporting dedicated servers at all in the future?
    Dedicated Server:
    It would need some rework regarding the code, not much of a big deal in itself. But if I'd like to keep the Listen-Server feature, I'd have to maintain and update two systems at once. And I can't do that. It means I have to choose one setup. I chose "Listen Server" because I guessed most of the user base would build a game using Listen Server (since Dedicated needs more $$$ if you want to ship the game). I also believe most people who're playing around Multiplayer are doing so using Listen-Server setup (it is more convenient).

    But I'm not sure of this, it was kind of a guess. Please let me know what you think.

    Movement Prediction
    This is a tough one. I'm already struggling to get the dash / movement skills to be smooth on Client Machines. The way to smooth it really depends on your game / setup and I'm having quite a hard time. I'll keep you in touch about the multiplayer prediction overall but note that it is quite a complicated subject which I'm not comfortable with. Especially since it basically yells "tweak the character movement c++ class" all over the internet and I certainly won't do that because it goes against the "plug and play" philosophy of MCE. Movement Prediction is all about this as well and it might be wrapped up with the rest of my solution, and it might not.

    Quote Originally Posted by TheQuiet1994 View Post
    I'd love to see more videos like the Ezreal one. Especially if it's less work for you instead of editing or commentating.
    There will be video tutorials about how to use the plugin. Most of them will be about discovering MCE's feature by creating game content. And of course I plan to talk, go slow and explain everything. This one was just the first test I made to make sure the plugin was friendly to use.
    And yeah they definitely take less time than commenting the whole thing (and I enjoy a lot more as you can guess ).

    I improved the "Make Transform" and "Rotation" process as it was too much overhead. I wrapped the whole thing into two functions that does it all for us

    Regarding the Multiplayer Combat Editor:
    - I won't be working much on it this week, lots of things are happening IRL
    - In the meantime, a 2D Artist will be doing some stuff to promote MCE (neat )

    I'm reworking the dash to be cool and I wait to get every pieces needed to submit.

    I won't rush anything regarding submission. It was 6 months of hard work for me regarding the plugin and work in general, 6 months of rushing forward.

    I'm going to clearly analyze, review and process now. Then I'll make the move. Hopefully within the month or the next one.


    Have a good evening ladies and gentlemen
    Last edited by Yun-Kun; 07-18-2017 at 02:49 PM.
    Elliot Yun
    Game Designer - Prototyper

    [WIP - Plugin] Multiplayer Combat Editor
    A-RPG Sacred Swords
    Youtube Tutorials

    Ryse Up Studios - France

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