![]() Sally the Witch, a 1966 anime television series produced by Toei Animation, is regarded as the first magical girl anime. The growth of late-night anime in the early 2000s led to a demographic shift for the genre, where series with more mature themes such as Puella Magi Madoka Magica (2011) were created and marketed towards an older male audience.ġ953–1971: Early magical girl works ĭespite no presence of magic, the manga series Princess Knight (1953) is seen as a prototype for the magical girl genre, as it set forth the appeal of girls who transform to do things they normally cannot perform. In the 1990s, Sailor Moon introduced the concept of a "transforming heroine" who fights against forces of evil, a synthesis of elements from tokusatsu hero shows that became a staple for magical girl series that followed. In the 1980s, the term was largely replaced by "magical girl", reflecting the new popularity of shows produced by other studios, including Magical Princess Minky Momo and Creamy Mami, the Magic Angel. ![]() "little witch") being used as a common term for the genre. A wave of similar anime produced by the studio in the 1970s led to majokko ( 魔女っ子, lit. The genre emerged in 1962 with Himitsu no Akko-chan, followed by Sally the Witch in 1966 produced by Toei Animation. Magical girl ( Japanese: 魔法少女, Hepburn: mahō shōjo) is a subgenre of Japanese fantasy media (including anime, manga, light novels, and live-action media) centered around young girls who possess magical abilities, which they typically use through an ideal alter ego into which they can transform. Just notice that the items fly over the players head and on the left side of the screen a alert is shown.Wikipedia anthromorph Wikipe-tan as a majokko, the original magical girl archetype ![]() I will not decribe the collecting of the items in detail here, maybe later. ![]() I decide via a random function which items should drop.įor the drop positions i created empty transforms as childs of the rock and using their positions to spawn the items. For example the copper ore has only a 10% probability to drop from a rock. You cannot see it but there arent always dropped the same items. A tree for example is bigger than a rock and its top isnt always visibile to the camera. For that i created a empty transform as a child of the player and using its position.ĭo you wonder why i do not show the health bar over the target like the rock?īecause targets have different sizes and i would have to put a lot of effort to decide where to show the bar. Each tool is differnet strong and better tools drain more health.įor the health/progress bar i used a canvas in world space. You can do this via animation events (i have a more complicated system because of some other issues).Ī target like a rock has health. I just use the end of the swing in the player animation. When the tool hits the target it shows a particle effect and plays a sound.įor the right hit moment i do not use collisions. For that i play an animation on the player, for example "swingAxe". When pressing the tool key the player uses the tool. ![]() For that i just checking the distance between the colliders center and the player position. Then the nearest object is used as target. Sometimes two objects collides with the player, like the big and small rock in the video. I added child objects with colliders to the player and all the objects like rocks. For performance i created a seperate layer so i get only the relevant collisions. So i wrote a function that adds the outline component additionally on all children so that the whole thing is outlined. Some objects consists of more than one, for example a tree sometimes has fruits as children. To highlight an object you have to add the outline component to it. By I love it and use it very often in the game. ![]()
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