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DavidWolfire

Member Since 08 Feb 2004
Offline Last Active Mar 28 2013 01:58 AM

#5040913 Help creating the ground for a 2D game

Posted by DavidWolfire on 08 March 2013 - 01:11 PM

Here is a video I made deconstructing the art assets of Aquaria -- it's not my game but might help you understand how modern 2D levels are constructed.




#5040910 'averaging out' the colour of a texture?

Posted by DavidWolfire on 08 March 2013 - 01:03 PM

Yeah, high-pass filter does exactly what OP is looking for -- preserving high frequency details while removing low-frequency color variations. Here is how it looks if you combine the high-pass details with the average color of the original texture:

 

waterhighpass.png

 

Tiled four times:

 

waterhighpasstiled.png




#5026152 Unity 3D: When to animate, when to script

Posted by DavidWolfire on 27 January 2013 - 12:39 PM

Scripting tends to give more direct and analog control, while animations are easier to deal with for complex motions (like a walk cycle or martial arts move). Airplane motions are simple and analog, so I would use scripting. You could set it up to have a hierarchy like:

 

Plane

- fuselage

- rudder pivot (empty)

-- rudder

- elevator left pivot (empty)

-- elevator left

- elevator right pivot (empty)

-- elevator right

 

And then you can just alter the rotation of the pivot objects as needed. It would also probably be possible to do it with animations by setting an additive blend layer for each movement, and combining them as needed, but I'm not as familiar with the workflow for that in Unity.




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