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Messages - MaaS

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16
Support / Re: Light-cone/circle (fake)
« on: January 17, 2013, 03:29:22 pm »
Unikron, would you mind to explain a bit more about how the light effect will be done? Just from the graphic (sprites and tilemaps) point of view...

I'm working on drawing our tilesets right now, and I would like to know if with your light solution I'll have to do a set of "shadow" tiles, if the graphic will look like if they are tinted, and things like that hehehe :)

Thanks!!

17
Support / Re: Light-cone/circle (fake)
« on: January 14, 2013, 12:06:42 pm »
The game I'm developing use lightings zones and torches (lighting up or down, a NPC moving around with one)...

I'm still testing how to approach it... So far I've been trying with real lights, tints, addition flare sprites above everything, or multiply the whole screen with a huge black sprite (semitransparent or black and multiply) with a hole where the "light" is (in my case that's not possible as I can have several torches)... and none convinced me yet... but you could try the multiply thing if it's not too much graphic cost for a "similar" effect...

18
Releases / Re: 2D Toolkit 1.90 beta 1
« on: January 14, 2013, 11:53:43 am »
Thanks for your reply :)

About the keyboard layout, i'm sorry I wrote it wrong... it wasn't semicolon and dot, I meant comma and dot= "," and "."... I use Spanish layout, but it seems they are at the same place in the US layout, next to "M".

I'm working with beta 1 and so far I didnt find anything wrong :D... but I've been thinking about other things... I'm dealing right now with tilesets... I have seem somewhere in the forum that there is a source patch to activate normal creation on tiles (for lighting), I would add that in a check setting. And also... thinking about tiles, it would be great to be able to flip V and H a tile individually or a portion of a map. Maybe the easier way would be to be able to duplicate a sprite in a sprite collection... using the same source and UV coords, but with different settings (name, collisions, etc), and add to this settings a flip vertical and horizontal... this way, in a tileset atlas (and sprite collection) with a ramp up, you could have ramps up and down only flipping them, but using half the texture space, and this way there would be both, ramp up and ramp down, on the tileset palette :)

19
Releases / Re: 2D Toolkit 1.90 beta 1
« on: January 12, 2013, 03:33:50 pm »
Hi!

Great great work with the Animation Editor! :) Just some suggestions for it...

- The timeline has no "interactive cursor" in it... it exists, but it's only visible when playing (the red line), but lots of time when working with timelines you drag that line around to see a part of an anim or position yourself (not at the start of a keyframe, which I can do it by clicking a keyframe, but at the exact time position of a timeline).
- Timeline zooming in/out... sometimes you need to see more without scrolling :P
- It seems you can move inside the timeline with the cursor left/right... i would add also ";"=left and "."=right (commonly used on video editing programs)
- Multi-select frames for moving them... and Copy & Paste them... maybe it's already there but i dont know how to do it :P
- I would also add a sprite palette to chose from... because if you have a collection with 50 poses of a character its a bit harder to select the one you want from a combobox...

Those would be the main ones......

But if possible (please pretty please! hehe :))... I would love to see another push to the animation system with "moving" sprites (without bones/animated mesh renderer to enable batching) and multi-sprite animations...

It seems that when an animation is playing, at each keyframe, a poly of the appropriated size is created with the frame coordinates from the collection atlas, and positioned in the world based on it's anchor relative to the gameobject position (and the gameobject coords doesn't change at all). What i'm suggesting is the same, but position the sprite using the anchor position/rotation at each frame (not the anchor defined at the sprite collection). In the animation editor then, if we want, we could reposition/rotate a frame. Another addition to this would be, to be able to tween the position and rotation of a frame with the next one.

With that in mind... the multi-sprite animation, would be just adding more tracks to the Animation editor timeline, as I think it's very common to have an character divided in parts... so you can have an Sprite Collection with legs, another one with the rest, and make an animation based on both, one track for leg sprites, another track for the rest of the body...

At the end, when playing an animation, we would have at each frame, a poly of each track keyframe, with the correct size and UV coords for it frame, positioned and rotated based on the sprite position/rotation on each frame from the animation editor.

I hope you like the idea and I explained it like it's not impossible hehehe :P  Keep the great work and thanks!! :D

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