(if you don’t know what is hollow knight, i highly recommend checking it out for yourself before getting spoilers)
As you saw in the title, this is a hollow knight inspired project that i’m making in roblox. It has some core mechanics already: slashes, death animation, shade, and working on Hornet. Here is a showcase of what I have so far.
let me know what you think and what could be improved!
Well I was going to tell you how to do it but the process was simple but long and my reply would be very long. If you don’t know how to model and aren’t satisfied with the horns then you can send me the horns file and I can adjust it. Again that’s only if you aren’t satisfied with the horns
The sign thing i just got from the toolbox just to tell you what it was about the hornet rig. you really didn’t play hollow knight.. right? you probably aren’t even understanding what is happening…
You should be able to fix the stretching UI with an AspectRatioConstraint. Also, the wave visual is an amazing touch.
not sure what you mean by not being able to get something right, the indicator? It looks fine to me. -My only exposure to hollow knight is silksong though. One of my roommates in college really likes it.
I notice the character model has shade-smooth for the head, but not the horns. It could be consistent.
The hornet model is good, more consistent. For the needle attack swing animation, there could be more buildup/anticipation for the attack. Right now it looks a little stubby or not impactful enough. Though I know getting timing correct would be difficult as well with that. If that makes sense.
Yeah i know the aspect ratio constraint trick, i just forgot to do it, lol.
What i meant about the indicator is that the original hollow knight has this cool effect thingie where it looks like an actual wave instead of just doing the effect on the video. It looks like a spritesheet in the og game tho.
People are saying this and i still didn’t get it what they mean, i think i’ll analyze this better to check out what they mean.
I’m trying to make all the animations faster to feel like a smooth gameplay, just so that it looks like it doesn’t have anticipation to feel that the player doesn’t need to time it right, however i get what you mean.
Alright so just a little fact here, the character that was showcased in the video (that was played as) is called “The Knight”.
And i just discovered what do you mean about the head being smoothed out but the horns doesn’t. It’s probably because of the mesh i used. Just to make sure, it is this, right?