I went for vines flexible linear ramps which is fairly simple to use. Simply download the Gimp (gpl) file for the palettes you like most and import them into Krita. That is why I have nothing but the highest appreciation for the nice people posting color palettees at. There are not many things in this world which bore me more than choosing colors and creating color ramps. What helped me immensely was checking out some color palettes, which can be imported into Krita. My relationship status with fences turned to It's complicated. I spent a considerable amount of time on fence variations for all sides and all different corner pieces to connect them. However, I also added tiny details, like subtle shading or blades of grass, much too small to make a visual impact.Īnd let me warn you about drawing fences for procedural generated areas. I forgot to rework those tiles.Īll map sprites are 256x256 pixels wide which worked well for authoring. Please note the unwalkable grass in the upper right. There are two layered tilemaps: One for grass and one for fence and rocks with collisions enabled. This way, even if you run out of time, you can provide something shippable.Īll art in its full glory. The goal is to create something workable fast with roughly drawn sprites and rework them later on. This can be useful though if you plan for it in your schedule. I also learned that I need to rework each sprite at least once, even if this is quite time consuming. How to use it properly is still a mistery to me and luckily I decided to create all animations in Unity during the event. I even tried out the sprite animation tool in the week before the jam. Alpha inheritance is also awesome even though I have to look up how it works each time I need to use it. What I mostly need works quite well tough, mainly drawing with stabilizer and layer groups. It offers everything I could dream of while drawing with a pen tablet, maybe even a bit too much. In the forefront I decided to use Krita to create all my assets, which was a good choice. You can read more about it in my previous blog post. It's just awesome and should be the default in my opinion. If you disable toSimulation and manually invoke a physic step through Physic.Simulate(), you never have to use FixedUpdate() again. → Source Code on Github Things which worked Physic2D.Simulate() I need to dig into Unity sprite ordering.Always go to the extreme if you add difficulty levels to your game.Cleaning up procedurally generated levels is hard.Krita is awesome if you get used to it.
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