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Topics - Majicpanda

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16
Support / Pivot Point Rotation 2.0
« on: June 09, 2013, 09:48:54 pm »
Is there no longer a custom pivot point available in 2.0? I'm not seeing it in the sprite collection editor (but not really what I want anyway)

What I have is a bunch of weapons where the handle is in the exact same point in the image for each, so I need to (preferably in code and not all 500+ sprites) rotate around a specific point in the image so the weapon does an attack type motion.

I thought there was a way to child the sprite to a GO and just rotate it that way but I'm not able to see the way to do it.

17
Support / Possible to create equip system?
« on: June 04, 2013, 02:55:01 pm »
Does tk2d support anything that would allow a full equipment system to overlay an animated sprite with simple z depth changes?

Thought is...
- have a sprite with empty hands and set a vector 3 for mount position of weapon in hand per frame and have the weapons all have the same canvas size and "grip" spot.. Not sure if you can make a parented game object a vector3 on the weapons and just match that to a mount position on the player that specifies a mount position.
- also do this for helms, chest pieces, and boots

This will be pixel art so smooth moves is no good really for everything involved even though we own it. Is there anything you can think of in tk2d that would assist with this? On frame change the vector3 would need t be changed to match the hand position in the frame. Helms should be easier if we don't move the head but boots etc will be tougher.

The other hurdle is setting pivot points of the weapon if that's possible so that rotating them does so around a specific point to match the players hand.

If there's an easier way to go about all of this I'm all ears ;)

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