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This gives me freedom in level design and saves work making tiles… tileable. However, the situation is now good. Everything is just one big texture. Interactive elements will be placed using the in-game editor. I export the rendered terrain from Blender as a RGBA image but with alpha value set to depth. So it’s RGBZ.
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.
A more complex example can be a rigid body with a sprite attached, in typical ECS, this is found as an entity containing: Transform. Sprite (Node -> Node2D -> Sprite). In Godot adding more of these (multiple sprites and colliders) is kind of free, the transform offset happens automatically. Using Compute.
Find character sprites, environment tiles, UI elements, sound effects, and music tracks, all contributed by artists and musicians within the game development community. Most mobile game development companies use this tool to make their work effortless.
To take an extreme example, there are obviously different considerations when developing for mobile vs desktop, and the results of the different decisions made to optimize a design for the target platform is also why ports between various platforms don’t always come out the same, whether technically or in terms of feel. .”
For an upcoming project commission, I'm making a 2D game with crowd simulation and simple controls that works well on mobile browsers. The engine should be able to render and simulate 200+ lightweight game objects -- frame-animated sprites with simple collision, no fancy physics or shaders. Reminder: for iOS, that means WebGL 1.0
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