#Spellstone Texture
16 messages · Page 1 of 1 (latest)
cool concept! i think the top left part could use a little more shading, and it might be cool if the rune symbols were displayed as if they were carved into the rock. idrk how to explain this via text but i think it would really add to the aesthetic!
just a rough sketch but maybe something like this to give it that carved appearance
i like the texture! the borders and shading are a little more intense than the minecraft art style.
Looks like the older programmer art style imo
to do that it might be a tiny bit more complicated because there are dif runes and then those runes get tinted based on the color of the spell, so it oly uses 7 textures, and a tinting, one base, one for the fire spell, one fro the earth, ender, water, wind, and generic -> potions.
wouldn't that work with a darkened area on the rune texture, then when it gets tinted, its darker of the tinted colour, and u might just be able to have a separate layer for the other engraved shadowing so it doesn't get tinted?
I was just thinking that a single tinted layer would be fine; the darker semitransparent overlay would look just fine if it were tinted as well.
ye i got it to work, there was a problem witht the tinter that only let it handle 5 layers? so i used perdiactes that go to sperated models and then the tinting works on that
@frozen lion hows that?
btw this is data driven with values, so you can set the explosion power of the fireball to 500 or something
and the spells can be fired from a dispenser, and there are cooldowns that work in it by mixining in and adding a tick method to do the cooldowns
Awesome.
these look so cool!!!! you guys did a great job
idk if this is just a dev thing but assuming those red bars are cooldowns, imo it would make more sense for the reverse: after use the bar is empty and as it recharges it becomes more full until disappearing
the bar color isnt final but i do think that im going to keep the direction the same, just in my opinion it looks better