I came across you engine a while  back and have been following its development for sometime. Have to say you've done an amazing job so far, I am strongly leaning towards the engine more than the other options in front of me for what I want to do.
However, since there aren't any tutorials around,I am trying to figure things as I go. This resulted in a few questions coming up as I use the engine:
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1- Are we able to customize the UI? Is that an upcoming feature or something that is currently integrated (the patch notes said there was a UI redesign done and more to come so I am unsure of the correct status)?
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2- How can we edit the size of the window? UI sizes, etc...?
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3- There is a problem where the player spawns by default at the top left of the screen (I am guessing that is 0, 0 position) and the player is directly behind the HP/MP UI and you can't see him, is there a way to have the "camera" center on the player?
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4- I come from Unity and I have learned to use C# to make a few small games in it. I am not the best coder (or a good one even) but since the engine is made using Monogame (and I believe Unity is based on that too), would I be able to use coding for doing specific tasks?
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5- I am trying to create a classless system with weapon based skill system. For example if you use a sword you can access sword based abilities, if you use a shield you would access shield based abilities. However, if you equip both you can choose from both skill lines. When player switch between classes, does he still keep the spells he learned from a previous classes? If not, how can that be achieved? I have also thought about abandoning the class system entirely and make all skills spells and spells would require the weapon and a certain level in that specific skill line. Each "skill level" is a common event to activate that skill level spells but it feels too messy. Is there another way to do it? Or is that the only way?
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Vallar
Hi,Â
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I came across you engine a while  back and have been following its development for sometime. Have to say you've done an amazing job so far, I am strongly leaning towards the engine more than the other options in front of me for what I want to do.
However, since there aren't any tutorials around,I am trying to figure things as I go. This resulted in a few questions coming up as I use the engine:
Â
1- Are we able to customize the UI? Is that an upcoming feature or something that is currently integrated (the patch notes said there was a UI redesign done and more to come so I am unsure of the correct status)?
Â
2- How can we edit the size of the window? UI sizes, etc...?
Â
3- There is a problem where the player spawns by default at the top left of the screen (I am guessing that is 0, 0 position) and the player is directly behind the HP/MP UI and you can't see him, is there a way to have the "camera" center on the player?
Â
4- I come from Unity and I have learned to use C# to make a few small games in it. I am not the best coder (or a good one even) but since the engine is made using Monogame (and I believe Unity is based on that too), would I be able to use coding for doing specific tasks?
Â
5- I am trying to create a classless system with weapon based skill system. For example if you use a sword you can access sword based abilities, if you use a shield you would access shield based abilities. However, if you equip both you can choose from both skill lines. When player switch between classes, does he still keep the spells he learned from a previous classes? If not, how can that be achieved? I have also thought about abandoning the class system entirely and make all skills spells and spells would require the weapon and a certain level in that specific skill line. Each "skill level" is a common event to activate that skill level spells but it feels too messy. Is there another way to do it? Or is that the only way?
Â
Thank you very much in advance!
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