Just sell it as 'early access' and make a millions dollars. No need to even release a finished game!
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# ? Jul 26, 2014 06:43 |
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# ? May 16, 2024 17:21 |
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If you add sprites to an existing atlas, unity doesn't give a flying gently caress about your animations and will start throwing random sprites all over the loving place. It's going to take me all night to fix about 50 animations.
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# ? Jul 30, 2014 01:45 |
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Wait are you using TexturePacker or Unity's built-in atlas generator? I've never seen that with the TexurePacker route unless maybe if you re-use sprite names in an atlas and replace old ones. e: whoops just saw your post in the other thread Yodzilla fucked around with this message at 14:55 on Jul 30, 2014 |
# ? Jul 30, 2014 14:52 |
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Yodzilla posted:Wait are you using TexturePacker or Unity's built-in atlas generator? I've never seen that with the TexurePacker route unless maybe if you re-use sprite names in an atlas and replace old ones. I haven't tried TexturePacker yet because I don't want to go through the extra step of figuring out how their imports work in Unity. Is there an easy workflow you know? Unity's built in stuff has been good enough until this.
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# ? Jul 30, 2014 15:30 |
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poemdexter posted:I haven't tried TexturePacker yet because I don't want to go through the extra step of figuring out how their imports work in Unity. Is there an easy workflow you know? Unity's built in stuff has been good enough until this. All you need to do is install CodeAndWeb's free Unity TexturePacker importer plugin: https://www.assetstore.unity3d.com/en/#!/content/16641 Once you have that, any TexturePacker atlas that you import into a Unity project shows up in your hierarchy as a texture object which you can expand to see all of the containing sprites. No cutting anything up and as long as you keep the file names the same you can resize sprites, add sprites, delete sprites, whatever from a given atlas as much as you want. TexturePacker handles where in the atlas things are positioned so you don't have to worry about it. e: you'll notice some sprites say DELETED, those are, well, sprites i deleted but that's how it handles them so that the atlas itself doesn't break. they don't hurt anything
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# ? Jul 30, 2014 16:03 |
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poemdexter posted:If you add sprites to an existing atlas, unity doesn't give a flying gently caress about your animations and will start throwing random sprites all over the loving place.
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# ? Jul 30, 2014 17:06 |
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Yes I think this is correct.
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# ? Aug 3, 2014 00:49 |
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poemdexter posted:
Giving me serious Link's Awakening glitch vibes: You got a musical instrument!
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# ? Aug 3, 2014 00:52 |
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I'm making this little platformer, right? So I was creating a walk cycle for a character, and I added a null object to control the angle of the lower body to orient it according to the ground normal. But I accidentally set the null's texture not to null, but to the arm texture instead. The result:
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# ? Aug 4, 2014 09:10 |
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wayfinder posted:I'm making this little platformer, right? So I was creating a walk cycle for a character, and I added a null object to control the angle of the lower body to orient it according to the ground normal. But I accidentally set the null's texture not to null, but to the arm texture instead. "I'm sorry, but your son is suffering from Little Donnie disease. He has a penis the size of a horses."
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# ? Aug 4, 2014 19:48 |
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DeathBySpoon posted:
Fear and Loathing: Gameboy edition
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# ? Aug 4, 2014 22:45 |
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"Horse Error" http://youtu.be/geiPDZFSEB0
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# ? Aug 6, 2014 23:00 |
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TomR posted:"Horse Error" Hooray for corrupted vertex calculations! What happened, did you invert your animation transformations or something?
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# ? Aug 6, 2014 23:07 |
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I was testing a way to give the horse hair.
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# ? Aug 7, 2014 03:12 |
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Nice to see people still creating games in the Quake 2 engine.
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# ? Aug 7, 2014 03:17 |
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TomR posted:"Horse Error" I assume this is Oculus? Is there an easy way to switch up the left/right panels, so that the correct depth effects can be created with inwardly crossed eyes?
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# ? Aug 7, 2014 13:03 |
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My missile implementation hasn't gone so well.
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# ? Aug 7, 2014 18:23 |
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Looks like fine American defense contracting to me.
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# ? Aug 7, 2014 19:39 |
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Pi Mu Rho posted:My missile implementation hasn't gone so well. did you see how fine that building was looking? sometimes, you just can't help it.
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# ? Aug 7, 2014 22:32 |
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Most armed services would pay big time for a weapon that actually behaved like that. "Spray and make the other guy pray."
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# ? Aug 7, 2014 22:34 |
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Had some vague ideas about making customisable characters, so I went to test some bone scaling and oh no oh nooooo
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# ? Aug 8, 2014 10:05 |
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So I gave a character in a game I was working on with Your Computer a flower...
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# ? Aug 8, 2014 17:37 |
floofyscorp posted:Had some vague ideas about making customisable characters, so I went to test some bone scaling and oh no "Faaareweeeeeeeeellllllllllll..." *poit*
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# ? Aug 8, 2014 19:09 |
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I don't think this is how juggling works.
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# ? Aug 8, 2014 19:38 |
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Internet Janitor posted:
I'm just amazed that you managed to draw perfectly recognizable squirrels in 8x9 pixels with 1 bit color!
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# ? Aug 8, 2014 20:21 |
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Squirrel Hazelnut Wars - just add a 'press to activate squirrel shield' button and rudimentary collision detection and you get yourself the next Flappy Bird!
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# ? Aug 9, 2014 01:41 |
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Here are some of my favourite glitches from working with emulators:
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# ? Aug 22, 2014 22:42 |
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That's some art right there.
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# ? Aug 23, 2014 04:29 |
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Superschaf posted:Here are some of my favourite glitches from working with emulators: Dwarf Fortress is getting a bit out of hand
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# ? Aug 23, 2014 04:53 |
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dupersaurus posted:Dwarf Fortress is getting a bit out of hand I can tell what's going on, stop using tiles and learn to truly open your eyes
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# ? Aug 23, 2014 06:59 |
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Implementing new players recently. Everything seems to be in ord-OOOH CHRIST!
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# ? Aug 25, 2014 05:39 |
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Shaders are fun! Don't watch if you got epilepsy. http://youtu.be/vFMC-qbaahU
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# ? Aug 28, 2014 18:07 |
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TomR posted:Shaders are fun! Don't watch if you got epilepsy. Ah, the shimmering sea.
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# ? Aug 28, 2014 18:08 |
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On the next episode of "Fun with Shaders"
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# ? Sep 4, 2014 14:44 |
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And this is what happens when I set the wrong targetting mode for my skills.
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# ? Sep 5, 2014 18:40 |
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DeathBySpoon posted:And this is what happens when I set the wrong targetting mode for my skills. I like the fast moving animation style.
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# ? Sep 5, 2014 21:29 |
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DeathBySpoon posted:On the next episode of "Fun with Shaders" Horror RPG: Infinite Giygas Drive
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# ? Sep 6, 2014 18:28 |
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DeathBySpoon posted:And this is what happens when I set the wrong targetting mode for my skills. Are the player's party members attacking themselves The UI looks very smooth and classy, though!
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# ? Sep 6, 2014 20:04 |
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Lutha Mahtin posted:Are the player's party members attacking themselves Looks like he's telling each party member to use a command on a spider, causing the spider to use the command on that party member instead.
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# ? Sep 6, 2014 22:48 |
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# ? May 16, 2024 17:21 |
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Sprite141 posted:Looks like he's telling each party member to use a command on a spider, causing the spider to use the command on that party member instead. Yeah, pretty much this. Improvised Weaponry is a skill that hits 1-3x, using a different physical element each time. I tried to use it on the spider but instead the spider used it on my team and wiped me out.
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# ? Sep 6, 2014 23:51 |