I originally used slate brushes for the inventory icons which made them less accurate to Hello Neighbor and the icons weren't the correct resolution. The current method is using Texture2D to set the inventory slot to the items icon.
I improved the animations just a bit, but it is noticeable as the player is switching items. I wanted this to look as polished as possible. I am using some animations from the mod kit as I thought the original ones were dated and didn't fit the item: an example would be the rifle.
As always, I do appreciate all the criticism I get. I find that it will help me learn what you guys would want in the final build.
Thank you,
Your Friend, Voxel.
PS: Sorry for the overlapping sounds. I know they suck, but I usually playtest this without headphones to prevent my ears from bleeding.

Next up
Working on modular walls for random gen houses! PS: Extracted from HN3, edited to fit HN1
SillyRun.gif
PS: Not just a meme post, this is a WIP animation based on the HN2 animations
It's a feature, not a bug.
my second car in my life
UPDATE:
Cut chase music added in. I made sure to crop it in Audacity so it loops perfectly.
PS: Sorry if it's loud
I don't think that counts as walking.
We hope you've got your jumping boots, EMPs and Jugs of Glue ready, as Hello Neighbor: Nicky’s Diaries is now available worldwide on Android and iOS! 📱 iOS: https://tblink.co/hndiOS Android: https://tblink.co/hndAndroid
Actual blueprint hell. This is all for footsteps and I am simplifying it based on the original code so I don't have to use multiple functions for this. Of course, it doesn't look "Simplified" though. I am also using Metasounds now instead of Sound Cues.
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