Remove Animation Remove Sprite Remove Tile
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How to change the offset of a Tiled Sprite

Cocos

Hi, i want to apply a sprite as a tiled background and apply to it an animation like a movement. I want to give this effect changing the “offset” of the texture/sprite of it. This Node has a sprite set as Tiled

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Cocos Shader Tutorial 1.0 - about UV

Cocos

By default, the 3D Shader of Cocos will multiply the tile Tilling and add the Offset, and it also supports the flip repair for RenderTexture. By dynamically changing this value, a simple animation effect can be achieved. More applications of UV in Shader UV can be widely used in effects such as frame animation and water ripples.

Shaders 98
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How to change the offset of a Tiled Sprite

Cocos

How can I animate the offset with a shader? I have no experience with that could you tell me some example?

Tile 40
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D20 RPG – Combatants

The Liquid Fire

We will add animated sprites to represent both a hero and monster. We will also provide a tile based room for them to fight in. It includes a collection of prefabs, scripts and sprites that we can use to play with. New Sprites There are three new sprites included.

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Godot Tactics RPG – 01. Intro & Setup

The Liquid Fire

The first thing to download will be the sprites and textures from the original tutorial. This is a resized and scaled version from this CC0 art set from OpenGameArt.org [link] Create Materials As with the animation scripts, I’ll put off slicing the sprites until we need it for the UI portion.

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How To Draw Pixel Art

DameDev.tv

However, when it comes to pixel art, changing light direction on flipped sprites/characters isn’t that important. Pixel art is a cartoony aesthetic, it’s more important to create sprites that are familiar and consistent. Players will mainly be focused on idle, walk, run and attack animations.

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D20 RPG – Pathfinding

The Liquid Fire

In that project, we had some unique challenges thanks to a non-square board where tiles were optional. In addition we had to consider tile heights – and whether or not a unit could jump as high as needed. In contrast, the pathfinding in this lesson will be for a 2D square board with no missing tiles.

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