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

Cocos

You can refer to this demo to see github.com CocosCreatorShader/demo/2d/Creator3.6.0_2D_FlashLight at v3.6.x x/demo/2d/Creator3.6.0_2D_FlashLight Contribute to yeshao2069/CocosCreatorShader development by creating an account on GitHub.

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. I found them at [link] courtesy of Calciumtrice.

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Atari ST Programming: A Simple Game in STOS

Retro Game Coders

Now we can move sprites in STOS we need to put things together to see how we can actually begin creating playable games. This isn’t intended to be super fun, just ensure we know how to have a bad guy sprite that can cause the game to end when our player character is eaten. Background Tiles and Beating the Sprite Limits.

Sprite 52
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D20 RPG – Board

The Liquid Fire

A lot of people asked about making 2D maps and how to use different types of tiles like water vs dirt. For this lesson I created a couple of simple images to use for tile maps. This asset will be sort of abstract data, and can be “skinned” with specific tiles at a later point. They are available in this package here.

Tile 52
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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.

Tile 52
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Neo6502 Review

Retro Game Coders

Mhz with all signals available via connector RP2040 with 2MB of SPI Flash, 64k RAM available to the processor HDMI output with 320 x 240 256 colour display, higher resolutions appear on Apple/Oric emulators 20k Graphics RAM for tiles and 128 sprites up to 32×32 pixels.

Demo 137
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D20 RPG – Positional Awareness

The Liquid Fire

Because of the grid-based nature of my game, I position my sprites at whole number coordinate positions like "(2, 3)". Demo Play the game until you reach the Encounter. If you "confirm" on a tile where there is nothing to attack, then the selection indicator will just move back to the hero for you to try again.