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Good evening, I just finished writing my own custom shader to create 2D shadows on sprites, but I can’t find a way to increase the render area of the sprite. The sprite size is 450x450, I created an atlas and used the trim option, this reduced the frame to 156x393.
However, I’m not seeing all the sprites loaded, and I I shifted the order to check if it was a problem in the images, but that’s not it. Is there a limit with the number of sprites or perhaps I’m hitting a memory limit? I’m loading multiple spritesheets, and this year, I’m trying to load a lot more layers to support jersey numbers.
However, I’m not seeing all the sprites loaded, and I I shifted the order to check if it was a problem in the images, but that’s not it. Is there a limit with the number of sprites or perhaps I’m hitting a memory limit? I’m loading multiple spritesheets, and this year, I’m trying to load a lot more layers to support jersey numbers.
Campfire has raised $3.95m for its generative AI engine, Sprites. According to Venturebeat , the seed round was supported by Y Combinator, FundersClub, Mercury founder Immad Akhund, gaming entrepreneur and investor Juha Paananen, and Uken Games founder, Chris Ye.
However, I’m not seeing all the sprites loaded, and I I shifted the order to check if it was a problem in the images, but that’s not it. Is there a limit with the number of sprites or perhaps I’m hitting a memory limit? I’m loading multiple spritesheets, and this year, I’m trying to load a lot more layers to support jersey numbers.
I’m not getting any errors, it simply doesn’t show a sprite. In fact, the sprite that I pull from the cache isn’t null, but nothing shows up. Later, when I want the sprites, I call jerseySprite = Sprite::createWithSpriteFrameName(jerseyName); Right now, I’m wondering if maybe I’m doing something wrong.
Are you using Unity SpriteAtlas for efficient sprites and UI Images? If so, be careful with its nasty memory side effects. Use Addressables to combat these.
GameFromScratch.com Sprite Fusion – Easy to Use Map Editor with Godot and Unity Support Today we are checking out Sprite Fusion, a free to use browser based Tilemap editor. Sprite Fusion has integrated export for Unity and Godot, as well as GB Studio, PNG and JSON.
This is a collection of game ready 2D sprites, tiles, effects, sound effects and music for creating games. It is organized into the following tiers: 1$ Tier Enemy Sprites Pack 1 – Rogue AdventureCharacter Sprites Pack 1 […] The post Gamedev Market: Best of 2024 Bundle appeared first on GameFromScratch.com.
muxiandong: Best option: you could add a node above the Sprite node’s hierarchy, treat the node where the Sprite component is located as a separate node, and set the sizeMode property to raw.
GameFromScratch.com Awesome Godot Add-ons: Sprite Painter Welcome to hopefully what will be a new series, Awesome Godot. This series will shine a focus on some of the most interesting add-ons for the Godot game engine, starting today with Sprite Painter.
There is a way to have a default circle or capsule 2D sprite in Cocos like in Unity? If I try to use a sprite and then I select a btn sprite I cant have the same result! Thank you!
[link] Hi, you can set the sizeMode property of the Sprite to raw, which serves to use the size of the original image. However it will change the size of the node where the current Sprite component is located (UITransform), i.e. if you modify the size of the node then the sizeMode will change to custom.
Original: [link] Author: BitByBit Outer Stroke Effect for 2D Sprites Continuing from the previous article Inner Stroke Effect for 2D Sprites Introduction In the last article, we introduced the method of inner stroke and also discussed its pros and cons.
My sprite doesnt look right after given a material, I wanted to achieve a addtive like effect. heres what it looks like now! Im a new user and unfortunately I can only post one image. The source image has smooth alpha gradient. screenshot-20241218-160021|437x273 Im using cocos creator 3.8.3
My sprite doesnt look right after given a material, I wanted to achieve a addtive like effect. heres what it looks like now! Im a new user and unfortunately I can only post one image. The source image has smooth alpha gradient.screenshot-20241218-160021|437x273 Im using cocos creator 3.8.3
My sprite doesnt look right after given a material, I wanted to achieve a addtive like effect. heres what it looks like now! Im a new user and unfortunately I can only post one image. The source image has smooth alpha gradient.screenshot-20241218-160021|437x273 Im using cocos creator 3.8.3
My sprite doesnt look right after given a material, I wanted to achieve a addtive like effect. heres what it looks like now! Im a new user and unfortunately I can only post one image. The source image has smooth alpha gradient.screenshot-20241218-160021|437x273 Im using cocos creator 3.8.3
Their solution was a unique blend of hand-drawn 2D sprites and animations in a 3D environment. Julien explains: “For a fast-paced sports game such as ours, we wanted the sprites to move and animate in 8 directions. Expressive characters Using Unity as their engine, the biggest challenge was creating a visually distinct 2.5D
Hi, Is there any way to change color of Sprite Renderer Currently , I am using cocos 3.8. I just want to change sprite color tint in runtime, Or if it is possible to do with 3d material so good to know ,how can I achive that.
Basically the problem is here: sprite->runAction(RepeatForever::create(animate)); If i comment this line, it works. I made a small project to show: GitHub GitHub - paulocoutinhox/axmol-bomb-test Contribute to paulocoutinhox/axmol-bomb-test development by creating an account on GitHub.
does not update sprite sheets when they are updated. Only the texture changes but the sprite frames are not. This breaks the sprites in the scene, inspector and assets view. Expected behaviour: When entering Cocos Creator, sprite sheets are re-loaded and updated. Sprite properties are updated in the Inspector.
Inner Stroke Effect for 2D Sprites Original: [link] Author: BitByBit Preface When it comes to outlining, there are various implementation methods, especially for 3D outlining, which can be easily found online. However, 2D outlining topics are relatively scarce. Outlining can be categorized into inner outlining and outer outlining.
Inner Outlining Effect for 2D Sprites Original: [link] Author: BitByBit Preface When it comes to outlining, there are various implementation methods, especially for 3D outlining, which can be easily found online. However, 2D outlining topics are relatively scarce. Outlining can be categorized into inner outlining and outer outlining.
I create a physics shape using physics editor and add it to the sprite. My question is, what is the right way to flip the physics also if one wants to flip the sprite by doing flipx or flipy? Likewise what if i want to scaleX or scaleY?
1, make bundle(make a folder contains you plist and png file) such as below link: , please check to doc for more infos: Asset Bundle Overview | Cocos Creator 2, build Bundle, build web desktop application: 3, load the spriteAtlas, you will see the sprite in the plist show in the UI.
[link] Learn how to use the “Auto Atlas” feature to create sprite sheets in this new tutorial! You’ll also learn how to publish sprite sheets from texture packer and import it in your project! This will increase your game’s performance if you have a ton of images to load in your game.
It is inconvenient to update the native version every time, so if possible, I would like to upload the plist file and png file exported with textuer packer on the web and download it from Cocos Creator to create a sprite atlas and use it. Is this feature supported?
It is inconvenient to update the native version every time, so if possible, I would like to upload the plist file and png file exported with textuer packer on the web and download it from Cocos Creator to create a sprite atlas and use it. Is this feature supported?
It took about a month and a half, but ALL the pony sprite pieces have finally been drawn and as of right now I can begin the frame-by-frame animation process! Should be done and in-game by April's end (but given how that estimate's measured in gamedev time, we'll see how that goes ?).
Is it possible to replace a single color in a sprite with another color? I can use setColor() to color the whole sprite, but Im trying to piecemeal replace one or two colors. Using cocos2d-x 3.17.
Is it possible to replace a single color in a sprite with another color? I can use setColor() to color the whole sprite, but Im trying to piecemeal replace one or two colors. Using cocos2d-x 3.17.
Is it possible to replace a single color in a sprite with another color? I can use setColor() to color the whole sprite, but Im trying to piecemeal replace one or two colors. Using cocos2d-x 3.17.
Sprite component is automatically added to the node. I get this Sprite component from the code and set the SpriteFrame I need for it. I display in the console which SpriteFrame is set for the Sprite component. However, instead of a mask on the sprite, visually I see just a rectangle (as if the sprite was not applied).
Blockquote const sprite = this.getComponent(Sprite); const mat = sprite.customMaterial; mat.setProperty(‘dissolveThreshold’, 0.5); Version 3.6.x, x, I using this code but it not bring Property affect to shader Ok, this work if turn of Packable in main Sprite inspector
It’s been almost 25 years since Dutch professor Mark Overmars created GameMaker, a game engine primarily devoted to 2D graphics and sprites. While major engines like Unity and Unreal Engine also offer 2D tools in addition to cutting-edge visuals, GameMaker keeps things simple with its drag-and-drop visual scripting tool.
It seems like there is no built-in text wrapping component for having sprites in between words in a label. It is also tedious and tricky to manually calculate the sprite boundary. I hope text wrapping will be included in the future updates.
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