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Cocos Shader Tutorial 1.0 - about UV

Cocos

UV is also inconsistent with the world coordinate system used elsewhere in Cocos (the Y axis points upward, as shown in the figure below), and this issue should also be paid attention to when calculating the UV position through world coordinates. _pass = this.node.getComponent(Sprite).material.passes[0]; x,waveFactor.y-uv0.y);

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Sprites showing in camera preview but not in build preview?

Cocos

The problem is, when I click the play icon at the top to preview in browser, I cant see the sprite at all. My initial thought is that maybe there is some setting that is causing the mat or shder to not get included in the build preview… but at this point… I have no clue and no idea where to look.

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Godot Tactics RPG – 01. Intro & Setup

The Liquid Fire

You can download Godot here – [link] Click the link to Download the 4.x Unzip the folder and click on the program.exe(it should be something like “Godot_v4.1.3-stable_mono_win64.exe”) Project Setup Open Godot and click on the New Project button. Downloading & Running I am using Godot 4.x stable_mono_win64.exe”)

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Calculating One Position For Every Resolution

Cocos

I’m trying to click on this; because video player overrides the inputs so thats why i did my video player stay on bottom This is my setup. When I click on a specific part of the screen video, regardless of the resolution of the screen or canvas, I want to always show a sprite at that x, y point.

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How to Use Kaboom.js to Make Video Games

Game Designing

You can use the library to easily create scenes, add layers, build sprites, handle actions and collisions, add key events, and so much more. The game’s concept is simple, click the mouse or tap the phone screen to flap the bird’s wings, keeping it in the air and avoiding obstacles. Load your Sprites and Create a Player.

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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.

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D20 RPG – Board

The Liquid Fire

This asset will be sort of abstract data, and can be “skinned” with specific tiles at a later point. Add the following: [SerializeField] Tilemap tilemap; [SerializeField] Transform marker; [SerializeField] Point markerPosition; I will use a reference to a Tilemap to display the board data as we make it.

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