jojoe's Recent Forum Activity

  • In the tools section of this forum there is a great font to spritefont generator. It has dropshadows and 2 outlines.

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  • If you want to have this sort of coding in unity there are some plugins you can buy. I think the best one now is PLaymaker. It is heavily supported, and is getting simpler every day. It uses a node based system that is even easier to read than most game engines.

    I think they have a lifetime licence as well. I got mine on sale for around $15. I think it retails for $90. Right now it is $45 on sale.

    http://www.hutonggames.com/

    They have a few other ones as well that are block based and text based. You just need to shop around the unity store.

  • Wow! i just noticed that the particle system does not have a rotate value. Rotating the image would be useful here.

  • The tile-able shift is way, way better than i am accustomed to for a pan! Thank you, this is exactly what i was looking for.

    Roatate + an offset is nice for smoke poofs, and for magic effects. It also helps with randomizing fog and cloud effects.

    Thank you Somebody!

  • This collection looks very nice 8)

  • I make shaders for Unity and UDK.

    2 effects i really miss when building a shader are Pan, and Rotate.

    Pan is great for waterfalls,rivers, and conveyor belts.

  • Hi!

    What a nice looking tileset!

    Just a note on file formats. Illustrator can export plain text SVG files. If you included the SVG versions, people could use Inkscape, Corel Draw, Method draw, SVG-edit, and Illustrator to scale or edit them.

    Inkscape is free, and is widely used by a lot of indie developers. Inkscape can import ".ai" and ".ai.svg", but not every free SVG editor can.

  • Hello , I am a modeler and animator.

    For your renderings, you may want to add GI, ambient occlusion or more ambient light.

    I have not used Zbrush in quite some time now. Your images make me want to re-install it

  • Bye the way, you can use the WebGL Set color, and Set HSV to adjust the colors of sprites, layers, backgrounds....

    So if you are just doing the exact same shapes, but changing the color each level, you might want to use the effects instead of making a huge download.

  • Put them all on the same tile map....Count the images for each set

    Then when you are drawing the map you just add thenumbers of the tiles of the tileset * The desired tileset number then you do your draw commands.

    TilenumberToDraw=DesiredTileNumber+(number of tiles to next set*1)

    *1 will draw from the first tileset, *2 will draw from the second... Etc...

    Put all of the shared tiles at the very top, so you can add as many tilesets as you want, without moving them every time.

  • Are you looking for something like this:

    This... This is beutiful! Thank you !

  • Hi all,

    Here is a way to make the classic selection box, with marching ants.

    It is composed of:

    Sprite to mark the corners and hide the ugly overlap if the ants.

    Animated sprite of pixel panning over 3 frames center set to the absolute left on every frame.

    To get rid of it just destroy the ants and corners when the user does a mouse up, inverted in-touch, or they hit a button. (the 3 scenarios I see the most)

    [attachment=1:3swfqjmy][/attachment:3swfqjmy]

    Here is another version that is not as generic as the marching ants one.

    This was my first attempt, where I use Corner point sprites, and a background so it registers a collision to what ever you want to select.

    I also used a scaled sprite to try and mimic the classic marching ants look. unfortunately it scales and distorts the animations quite a bit.

    This is still my favorite version

    [attachment=0:3swfqjmy][/attachment:3swfqjmy]

    If you use them in your game please PM the game link to me so I can see them in action 8)

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jojoe

Member since 29 Dec, 2012

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