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Showing posts from 2021

Tiny Town Racing

 I have finally released the Tiny Town Racing game on itch.io with donations enabled. I am hopeful this will bring in some revenue stream. Would be  great to have a steady steam of income through this channel.  It was a fun experience to go through  the process of building the customizations. I especially loved the state machine stuff and that i should stick to using it even if the game is small. The tradeoff for amount of code is worth it just because it is so manageable as the project goes on.  Enjoy the game online at Poki.  https://poki.com/fr/g/tinytownracing

Post Processing Effects (Cocos Creator 3.2)

Adding post processing effects to a game helps you change the visuals dramatically with fairly low effort. So when i wanted to change the look of the game that im making using Cocos Creator i couldn't find a well documented way to do it :( The only documentation available asks us to create a flow and im' not entirely sure where that plugs in as its' surprisingly light on details.  Check for yourself   Post-processing · Cocos Creator While I was searching for answers I found somebody suggest that this should be done the old-school way.  Render to Texture and a Full-Screen Textured Quad .  Fortunately this setup was pretty easy to do within Cocos Creator. Create a Render To Texture Resource Set the game Camera target render as this resource.  Add a new Camera and a Quad to the scene (set the flags to be different from the original game objects/cam hierarchy)  Create a new post-process material for assigning to the Quad.  Create a new Post-Process Effect  For converting the Qu

Tiled TMX Objects to Physics Objects (CocosCreator3.2)

So i've been using the Tiled editor for creating the background for the pixel art game i am making. Somewhere down the line i decided it made sense to have the walls of the level be automatically generated based on the tiled Editor instead of setting it up in the Cocos Creator. So how do you do it? 

CocosCreator 3.2 Touch to Local co-ordinates 2D

There could be scenarios where you would want to understand the position of touch within the local co-ordinate system of a 2D node. Use-cases where this is useful Moving sprites within a confined location Virtual JoyStick implementation.  So in 3.2, you first need to convert the screen coordinates to 3D coordinates then convert the 3D world co-ordinate to the Local Co-ordinate of the node. This can be done as follows.  //in touch callback.      let   touchLoc  =  event . getLocation ()      let   screenTouchLoc  =  v3 ( touchLoc .x,  touchLoc .y,  0 )         let   screen2World  =  this .stageCamera. screenToWorld ( screenTouchLoc )         let uitComponent = this .node. getComponent ( UITransform )?           let   touchLocInNode  = uitComponent. convertToNodeSpaceAR ( screen2World ) The above has helped me fix a broken virtual joystick script to get my character moving :)   So you can move around now :) #gamedev made

3D Modeling made easy

 3D middling is generally hard for people working in 2d art to pickup. There have been attempts at making  it easy in various tools Maya introduced the world if sculpting Sketch introduced the union/difference way to model Voxel editors made it like Lego  building Recently I’ve come across a new roll called KenShape from @Kenney.nl. This tool takes an interesting approach of creating 3D models from 2D art. There have been attempts at this before. In fact I’ve worked on creating a 3D model from sketch as a blender plugin as part of my college work. It was hard to create something polished with it . KenShape roll takes an interesting approach by imposing a limitation of pixel art. This makes it similar to the union of shapes kind of modeling and can get pretty impressive results higher res rendering using #blender modeled using #KenShape #gimp for overlay (there is probably a way to do this using blender itself) pic.twitter.com/az9V7hWjHE — VamsiKrishnaV (@vkrishna1983) February 25