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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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