Latest Sprites Activity
Hello, im searching for collaboration with an Graphical Artist for make a Graphic Adventure …. i need good Backgrounds and Sprites with some animation for example for put the characters walking or moving around the scenario…..
I want make minimal DEMO of it with view pointed to try get someclass of …
Moving to For Beginners.
If you want to attempt a project like that, then do it. Don't expect any commercial success from it. If you try to implement it, I'm sure you'll learn a lot along the way.
There are very few games that attempt to do things the way you describe, but as a learning experience it…
Much better! I'm not one of those thinking that the glove needed that much attention. It seems stranger to mee now how his hand would grab up there while having a long, fat palm in the glove.
But it's definitely much better now! Dither next? :P
I translated my example above to Python and C++:
- JavaScript, Canvas2D: https://plnkr.co/edit/zjYT0KTfj50MejT9?preview
- Python, PyQt5, QPainter: https://rextester.com/FDPMLU35222
- Python, PySide2, QPainter: https://rextester.com/YLSNG7380
- C++, Qt5, QPainter: https://rextester.com/XEUPHQ83360
Das crazy. Thank you very much guys! Granted, excellent answers. You guys have been lots of help.
[Read the original blog post at Unity Sprites: tight-fit or full-rect?]
Should you choose tight-fit or full-rect for your sprites in Unity?
You know, these graphical elements you use in ALL your games...
After all, you most likely use sprite renderers. Or at least, UI Images.
In this post, you will lea…
This is a very straight forward method to achieve this effect. The area behind the rock is walk-able and will hide the player in the render order and the front will show the player on-top.
I've been very happy with the way the tilemaps are working in unity, once you get used to it th…
[This article was originally posted at The Gamedev Guru's Blog]
I normally do not share my past struggles, but this topic deserves it. What to do when you lose hope with Unity UI?
I still remember that weekend, about five years ago...
I spen…
In this devlog we'll be discussing the various aspects of what we did in our first month of development. We'll cover important things like what we accomplished and how we set our expectations and processes to get the most out of the time we had. One of the …
In my last blog post I showcased some of the audio I’ve been working with for my upcoming game 13 RONIN, now it’s time for graphics. But first a celebration. The 4th of October is a day dedicated to the cinnamon roll here in Sweden (yes, it’s true), which we, of course, celebrate by baking, …
Due to my belief in learning through self-discovery and my ongoing creative evolution, I've long put off doing any tutorials. However, after making pixel art for over 3 years I've established many solid techniques worth laying out in a concrete fashion. While I'm excited by the prospect…
This is my first blog post.
I am making a videogame as a learning exercise, using SDL 2.0 as my framework (I can't call it an engine, but I'm using it as my game engine).
I opted to attempt a 2D Turn Based game.
Animation
I have followed SDL tutorials and am now familiar wi…
Esoteric Software has made Spine 3.6 available. Spine is an animation tool for 2D animation in games. In the 3.6 release, the team focused on bug fixes and improving existing features, but they did manage to add a few major features, including:
Preview ClippingTin…