How to render sprite as tiled in cocos creator?
Cocos
JANUARY 3, 2023
How to render sprite as tiled in cocos creator in c++?
Cocos
JANUARY 3, 2023
How to render sprite as tiled in cocos creator in c++?
Catnip Games
JUNE 20, 2023
This gives me freedom in level design and saves work making tiles… tileable. I export the rendered terrain from Blender as a RGBA image but with alpha value set to depth. The graphics backend rewrite took a while. However, the situation is now good. Everything is just one big texture. So it’s RGBZ.
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Cocos
FEBRUARY 16, 2023
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. _pass = this.node.getComponent(Sprite).material.passes[0]; Use the water wave effect on the 3D meshes This is only for 3D planes with tiled UV Mapping. x,waveFactor.y-uv0.y); x) / x; v4_0.y
The Liquid Fire
DECEMBER 29, 2023
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.
The Liquid Fire
SEPTEMBER 20, 2023
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.
Mircosoft Game Dev
NOVEMBER 26, 2021
Import: Fix texture atlas generation when source sprite is larger than generated atlas ( GH-55094 ). Rendering: Fix vertex attribute specification for octahedral compression ( GH-54768 ). Rendering: Update CanvasItem when MultiMesh instance transform changes ( GH-54899 ). iOS: Capture and display xcodebuild output ( GH-54711 ).
The Liquid Fire
JANUARY 17, 2024
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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