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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 Ef...

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  =...

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 (@vkrishna198...

Building an Endless Jumper using Godot engine

Godot has a lot of features that are specifically designed for the 2D game development. This also means that there is almost always more than one way to implement a game.  You can play online before you read any further: https://vkrishna.itch.io/color-jump Things I wanted to achieve: Flexibility to design chunks of gameplay Build a procedural system to use these chunks A workflow for quickly treating it the chunk changes Attempt 1: I created an array of strings which would represent each rite if the world. Though this sounds ridiculous at first it works for a jumper game as the horizontal movement is limited. var block = [ “[___________]”, “_______” ] The advice structure worked fine but I quickly ran into a problem. It was getting hard for new to visualise  what The chunk was going to look like. So I wanted to leverage the tile map editor from engine to do the level design as well Attempt 2: I had good format for describing the chunk but it ...

Another Customizable Character Style

Im' not doing a lot of shading on these flat characters, i.e pure flat designs I probably will have to look at doing that. Makes the things pop out a lot and gives more polished look.  Coat guy

DeadPool

I've made a template character for creating flat customizable characters for games or rendering. I've used the template to create one of my fav characters "DeadPool" here it is hope you like it.