Created
June 1, 2015 14:47
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===Tilemaps=== | |
- Create Empy GO | |
- LMB -> Create tile map | |
- Drag and drop to show brush | |
- Picker | |
- Window -> TileMap Palette (searches for sprites with the same size to qualify them as tiles) | |
- Paint color to tint the sprites -> With trees | |
**Make Level** | |
- Clear with bucket and background -> Name that tilemap background (No layer support yet) | |
- Duplicate tilemap bg2 and paint something on the background | |
- Create foreground | |
- Erase with a tile to make the background2 fade a bit | |
- Add spikes, boxes, etc with palette. | |
- Rotate with , or . | |
- Add smart brush and see how it behaves. | |
- Audiosource -> prefab sign | |
- Create terrain brush: and show how the others are made | |
- Show resize | |
===ETC 1 Compression=== | |
- A compression format for RGB images. | |
- Available per texture under android overrides. => Only applies if target is android | |
- Format override => Compressed | |
- Reduces size by 50% | |
- Not performance hit when rendering | |
- Sprite packer layer for each one, pack and hit play to load. Be sure the settings are ok. | |
- Both textures in game are identical | |
===2D Primitives=== | |
GO->2D | |
===9 Slice=== | |
- Full tile mode: 9 slice are used discretely instead of continuosly. | |
- If not full threshold, the tiles are not complete. | |
- Box collider with 9 slice | |
* Make mode simple | |
===Masking=== | |
- Select 2 objects, put on layer 1 and add the mask on the same layer. | |
- Select the 2 others and show that those are ignored because are in another layer | |
- Mask with big ben | |
===Smart Sprite=== | |
Create a smart sprite | |
Add the base | |
Add the edges | |
Show the collider | |
What do we need? | |
- A nice 2D game (zelda like) to show this workflow moving. NO PIXEL ART! | |
- Could be cheap to have contractors to generate nice content for this. |
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