Jump to content
  • Advertisement

kruncher

Member
  • Content Count

    26
  • Joined

  • Last visited

Everything posted by kruncher

  1. kruncher

    Unity, yes or no?

      Wow! that cloth shader looks amazing!   Speaking of lighting and graphical quality the following game that is currently in development looks fantastic:  
  2. kruncher

    Rotorz Tile System for Unity 3D

    Here are some annotated screenshots of our new tile system extension for Unity 3D!
  3. kruncher

    Transform tile systems

    From the album: Rotorz Tile System for Unity 3D

    Tile systems can be positioned, rotated and scaled as required

    © 2012-2013 (c) Rotorz Limited. All Rights reserved.

  4. kruncher

    Runtime Api

    From the album: Rotorz Tile System for Unity 3D

    Can be used to create an in-game level designer! Also please note that pooling can be custom implemented when painting and erasing tiles at runtime. You can also take advantage of the fantastic [url="http://poolmanager.path-o-logical.com"]PoolManager asset by Path-o-logical Games[/url] by using the [url="https://bitbucket.org/rotorz/rtspoolmanagerobjectfactory"]RtsPoolManagerObjectFactory [/url]script!!

    © 2012-2013 (c) Rotorz Limited. All Rights reserved.

  5. kruncher

    Intuitive user interface

    From the album: Rotorz Tile System for Unity 3D

    - Organise the palette windows to suite your workflow - Design brushes and tilesets using the designer window

    © 2012-2013 (c) Rotorz Limited. All Rights reserved.

  6. kruncher

    Define custom orientations

    From the album: Rotorz Tile System for Unity 3D

    Create brushes that automatically orientate painted tiles. * [url="http://u3d.as/content/bitgem/dungeon-builder-starter-kit/3rH"]Dungeon Builder Starter Kit by BITGEM[/url] available separately from asset store.

    © 2012-2013 (c) Rotorz Limited. All Rights reserved.

  7. kruncher

    Create oriented brush from 2D tiles

    From the album: Rotorz Tile System for Unity 3D

    2D tile brushes can be nested within oriented brushes to design tiles that automatically orientate with lots of control!

    © 2012-2013 (c) Rotorz Limited. All Rights reserved.

  8. kruncher

    Create brushes from 2D tilesets

    From the album: Rotorz Tile System for Unity 3D

    2D tile brushes can be created by first creating a tileset and then creating the required brushes using the designer.

    © 2012-2013 (c) Rotorz Limited. All Rights reserved.

  9. kruncher

    Create autotile brushes

    From the album: Rotorz Tile System for Unity 3D

    2D autotile brushes can be created from basic or extended artwork.

    © 2012-2013 (c) Rotorz Limited. All Rights reserved.

  10. kruncher

    Create alias brushes

    From the album: Rotorz Tile System for Unity 3D

    Easily customize properties and materials of existing brushes

    © 2012-2013 (c) Rotorz Limited. All Rights reserved.

  11. kruncher

    Build scene or individual tile systems

    From the album: Rotorz Tile System for Unity 3D

    Combine meshes and optionally smooth between tiles

    © 2012-2013 (c) Rotorz Limited. All Rights reserved.

  12. kruncher

    Brush groups

    From the album: Rotorz Tile System for Unity 3D

    Use brush groups for greater control over the way in which tiles painted with oriented brushes `connect` Find out more here: http://rotorz.com/tilesystem/

    © 2012-2013 (c) Rotorz Limited. All Rights reserved.

  13. Hello Markk [attachment=12145:jump-node-explained.png] The above image was derived from images from the whitepaper: http://grastien.net/...s/hg-aaai11.pdf Please see lines 8-11 on Algorithm 2 (function jump) for the logic behind this. I hope that this helps you to understand why the successor node is forced in this particular scenario.
  14. Hey guys For those who are interested in Unity 3D I thought that it might be worth mentioning that the asset madness sale features lots of really good deals!
  15. kruncher

    Seams between tiles

    [color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][background=rgb(250, 251, 252)]Disabling mip-mapping is not the best idea. For one you will get strong artifacts when moving around and using detailed textures, and it is slower than using mipmapping[/background] [/font][/quote] I don't think that is the case for me because I have an orthographic camera. Somebody suggested to me that there is very little advantage to mipmapping for 2D... [color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][background=rgb(250, 251, 252)]As you can see, higher mipmap levels result in a relative broad border, so you can't just calculate it once and apply it to all levels. Either you need to ajdust it dynamically depending on the mipmap level (expensive, newer hardware needed) or you should repeat the border of your tile. As far as I remember the latter has been done in the id-tech5 engine (megatextures utilize lot of atlases).[/background] [/font][/quote] Very interesting, thanks for pointing that out.
  16. kruncher

    Seams between tiles

    [color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][background=rgb(250, 251, 252)]you need a incomplete Mipmap pyramid[/background] [/font][/quote] Are you saying that this applies when I have mipmapping disabled? [color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][background=rgb(250, 251, 252)]Texture arrays is still a valid alternative (i think TA were born for these problems)[/background] [/font][/quote] Yes these would certainly improve matters because I could take a completely different route. Unfortunately ShaderLab (in Unity) does not provide bindings for sampler2DArray
  17. kruncher

    Seams between tiles

    I've been experimenting and found that disabling mip-mapping on my texture and simply offsetting UV coordinates (on mesh, not in shader) by 1 / width and 1 / height of atlas using: lower_left_uv.x += 1 / width; lower_left_uv.y += 1 / height; upper_left_uv.x += 1 / width; upper_left_uv.y -= 1 / height; upper_right_uv.x -= 1 / width; upper_right_uv.y -= 1 / height; lower_right_uv.x -= 1 / width; lower_right_uv.y += 1 / height; Whilst this seems to work (through trial and error) is there any logic to this? thanks
  18. kruncher

    Seams between tiles

    Thanks for the example! I will have a play :-) Also, the screenshots for Gnoblins look amazing, well done!
  19. kruncher

    Seams between tiles

    [color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][background=rgb(250, 251, 252)]3. Try to clamp to the tile borders using a shader[/background] [/font][/quote] Would you mind demonstrating how this works (preferably with a CG shader)?
  20. kruncher

    Need some advice on Game Engines

    Unity 3D might be a good starting point, you can pick from three languages C#, UnityScript (like JavaScript) and Boo. This is by far one of the easier approaches towards developing games. You can even download the free version from http://www.unity3d.com. My advice is, give it a try and see how you get on! C and C++ are very good languages, but they can be a lot harder to learn than higher level languages like C# and Java.
  21. There are some fantastic extensions that make developing 2D games a lot easier. I would recommend having a browse through the asset store to see the various offerings. It might also be worth considering http://www.haxenme.org which is cross-platform and primarily (only?) for 2D games. It looks really good and I am looking forward to getting my teeth stuck in this myself.
  22. [color=#555555][font=Arial, Tahoma, Verdana]I recently received a question asking if [/font][/color]Rotorz Tile System[color=#555555][font=Arial, Tahoma, Verdana] could be used to paint 2D tiles. A tile is a three-dimensional object that is represented by a prefab. So the answer was yes, because a plane can be created and mapped to the tile texture. When working with tile sets it is generally a good idea to pack tiles into a texture atlas in order to keep the number of draw calls low.[/font][/color] [color=#555555][font=Arial, Tahoma, Verdana]The process of creating such tiles manually is not an overly complicated procedure, but can easily become time consuming. A plane mesh must be created for each texture atlas mapping with varying UVs for each tile. A tile brush must then be created for painting with. So I decided that it would be useful to add a utility window to ease the process of creating 2D tile brushes.[/font][/color] [color=#555555][font=Arial, Tahoma, Verdana]The following video demonstrates the process of creating a 2D tile set. The video then proceeds to demonstrate the creation of an oriented tile brush using the automatically generated tile brushes.[/font][/color] [media][/media] [color=#555555][font=Arial, Tahoma, Verdana]Credit for demo atlas artwork: http://mapledev.tumb...35/howtotileset[/font][/color] [color=#555555][font=Arial, Tahoma, Verdana]1. Ensure that Mip-Mapping is disabled for texture atlas from image import options.[/font][/color] [color=#555555][font=Arial, Tahoma, Verdana][/font][/color] [color=#808080]Example of a 3x3 tile set for a grassy platform[/color] [color=#555555][font=Arial, Tahoma, Verdana]2. Open "Brush Designer" window and select "Create Brushes from Atlas" button from lower left of user interface. This should display the following window:[/font][/color] [color=#555555][font=Arial, Tahoma, Verdana][/font][/color] 3. Click "Select" button to right of "Texture Atlas" and select the tile texture atlas. Alternatively you can simply drag the texture from the project panel into the "Texture Atlas" field. 4. Specify 3 rows and 3 columns to define individual tiles. 5. Tick "Add Collider" checkbox to automatically add a box collider to each generated tile. This will reveal a "No Collider" option for each brush that will be generated which allows you to exclude specific brushes from having a collider added. This is useful for inner tiles that cannot be collided with. 6. Tick "Static" checkbox to indicate that tiles will be optimized when tile system is built. 7. You can then name brushes as desired or use "Auto Name" to name brushes automatically. Do not specify a name for brushes that you do not want to create. 8. Click "Create Brushes" and then you should be able to easily paint with 2D tiles:
  23. kruncher

    Need Help With Game Maker

    Yes that's right, exactly what Bibek Dahal said.
  24. kruncher

    What language should I choose?

    @levela It looks like your decided, but here is something that I discovered yesterday in the Indie Developer group on FaceBook: http://www.haxenme.org/ - NME targets iOS, Android, webOS,BlackBerry, Windows, Mac, Linux andFlash Player using your same code. It looks pretty cool, I am going to have a play with this today.
  25. kruncher

    What language should I choose?

    Yes Unity can work across a lot of very popular platforms and the developer can choose between C# (which I would tend to recommend from personal choice), their unique flavour of JavaScript (UnityScript) or Boo. The desktop version of Unity is free to download, so well worth a go! (http://www.unity3d.com)
  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!