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I'm somewhat confused from your question. The general rule and i don't think this is defined by game style but rather the game architecture itself, is that rendering(animations) should happen independently in your game. And the switch between animations should be triggered by state changes. If you arrange your game architecture like this then it's only a ...


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What I've used among personal projects and projects for clients (when I'm part of a team that has dedicated artists) is a workflow similar to this one. Maybe there are obvious steps, but that's the pipeline. Create the character first draft (to put a name) and preferably work everything on layers (e.g. Photoshop layers and layer folders) Define the ...


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In your second if you access the pillar and you set it to an object. When you try to access the pillar-Object, it never has been set and as such is initialized with null. This is your error. //first if { tempPillar = GameObject.FindGameobjectWithTag ("Pillars"); //second if with tempPillar! { pillar =tempPillar; //play ...


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Blender is a good start. To get "isometric" view you just need to configure the camera to orthographic projection and place it at the correct angle above and to the side of your model. Then you need to animate the model as required. Here you need to ensure that the number of animation frames equals the desired sprite sheet. Then you "film" the animation ...



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