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Messages - grofit

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1
Support / Re: Tilemap tearing - Unable to fix
« on: May 14, 2015, 03:30:12 pm »
Will do, if it helps I have found that in most cases these lines that you see in there are actually colliders, I noticed I had a wonky collider on a diagonal block but it was showing a square outline around it in the game and I would get stuck on it, so it seems like its rendering the collider areas or something, not sure if the OP has same thing?

2
Support / Re: Tilemap tearing - Unable to fix
« on: May 13, 2015, 06:57:10 pm »
I seem to be getting this too.


3
Support / Re: Isometric Hack and Slash Map?
« on: February 22, 2015, 10:09:37 pm »
I am prototyping something similar and even if I hack the sizes of the tiles to make it line them up you can still see tear marks and the lighting shaders dont work as expected, I can understand why as it doesnt have the notion of the sides being hidden.

http://gyazo.com/728baad653ab82db4af30807bf06c1fd

I understand that this is one of the niche use cases and it does mention this is in beta, but is there any news on the work done in this area?

4
Hey,

Thanks for the answer. I have looked at spine and other alternatives, I just dont like the animation styles you end up with. Don't get me wrong it is GREAT for vector based art and more higher res stuff but I have yet to see any good pixel style animations with it, although maybe that is just down to the target audience who uses it.

Even if I were to use spine though that would still not improve the layering aspect, as my question is 2 things basically:

1) Am I going about generating the animations in tk2d correctly?
2) Is there a better way to have layered animations and trigger them all from a parent?

Now the spine bit may improve some of the animation concerns, however the layering is still a question I am interested in, and there may not be a better way to do it, but I would rather ask the question just incase there is some wisdom out there on the subject.

5
Support / Best way to manage layered animations from spritesheet to prefab.
« on: February 12, 2015, 10:14:13 am »
So currently I am toying with some ideas, and I basically want to have the notion of equipment on the character, now currently I have the following workflow:

Quote
- Create body spritesheets with animations
   - human_male_idle_1.png
   - human_male_walking_right.png
   - orc_female_idle_2.png
   - etc

- Create Helmet spritesheets with animation
   - human_male_leather_helmet_idle_1.png
   - orc_female_leather_helmet_idle_2.png
   - etc

- Continue for other armour pieces for each body type

- Import all bodies into one sprite collection

- Import all equipment into another sprite colleciton

- Create animation for each object matching animation names with body
   - human_male_animations
   - human_male_leather_helmet_animations
   - orc_female_leather_chest_animations

- Create body prefab for race/gender

- Add child entities on prefab for helmet, chest, pants

- When body type animates, it ripples same animation command down to children (i.e everything will play idle_1 animation)

So that then would define the base naked bodies without any armour (they would have loincloths or something), then as you can equip helmets, pants and chest pieces I would then need to make armour animation spritesheets to overlay on top of the given person.

So as far as the player can tell it just looks like 1 person, but its actually a body with overlayed sprites which all have the same animations, so when the player is idling, the body and all child items beneath are idling too, so all animations should match.

Now it works, but it feels a little heavy handed and I am sure this is a common sort of use case, so was wondering if there was a better way to handle these sorts of use cases, as currently EVERYTHING has to have same animation names (idle, idle_1, walking_right, walking_left, running_right etc) but that means that everything has to be its own animation file so the names dont conflict.

Here is an example of what I mean by layering, although this would just be body, entire armour, right hand item, left hand item.


http://gyazo.com/b2d771f3a4f98822902bcf010430784b

So anyone else done anything similar or any recommendations on how to best use tk2ds functionality to simplify stuff here?

6
Support / Re: Using lit shaders with tilemaps
« on: February 10, 2015, 01:13:00 pm »
This will effect everything within the atlas though right?

In this instance it seems safe enough to do, but is there a way to only specify a single sprite collection to use it and others to not?


Upon searching I now realise that these are auto generated per sprite collection, so although all sprite collections use atlas0, it is not the SAME atlas0 material, is there a way to specify the names to use for atlases?

7
Support / Using lit shaders with tilemaps
« on: February 10, 2015, 10:45:10 am »
Hey,

Sorry if this is a simple question but I could not find a specific answer anywhere...

So I have a tilemap which is generated from a sprite sheet, and I want to use the lighting shaders on it, however it be default uses the atlas0 material, which I assume is auto generated, so I noticed there is support for multiple materials, but I just wanted to know what the correct workflow would be.

Is it just a case of me adding another material to the sprite collection of the sprite collection for the tiles? also do I need just the normals generated or should I be generating the normals and tangents etc?

8
Support / Any way to put a placeholder in an animation/sprite collection?
« on: November 21, 2014, 12:25:21 pm »
I have a scenario where a 2d character holds a torch, which is great when there is no movement:

http://i.imgur.com/w68TzBD.png

So he holds a torch and the torch has a particle system at the end, now that I am putting in some placeholder animations I need to be able to move the particle system as the torch in the hand moves. So is there any way for me to put some placeholders of some kind in an animation or at the sprite level which will allow me to basically move the particle system to the right place during animations?

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