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Jun 30th, 2015
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  1. ===Tilemaps===
  2. - Create Empy GO
  3. - LMB -> Create tile map
  4. - Drag and drop to show brush
  5. - Picker
  6. - Window -> TileMap Palette (searches for sprites with the same size to qualify them as tiles)
  7. - Paint color to tint the sprites -> With trees
  8.  
  9. **Make Level**
  10. - Clear with bucket and background -> Name that tilemap background (No layer support yet)
  11. - Duplicate tilemap bg2 and paint something on the background
  12. - Create foreground
  13. - Erase with a tile to make the background2 fade a bit
  14. - Add spikes, boxes, etc with palette.
  15. - Rotate with , or .
  16. - Add smart brush and see how it behaves.
  17. - Audiosource -> prefab sign
  18. - Create terrain brush: and show how the others are made
  19. - Show resize
  20.  
  21. ===ETC 1 Compression===
  22. - A compression format for RGB images.
  23. - Available per texture under android overrides. => Only applies if target is android
  24. - Format override => Compressed
  25. - Reduces size by 50%
  26. - Not performance hit when rendering
  27. - Sprite packer layer for each one, pack and hit play to load. Be sure the settings are ok.
  28. - Both textures in game are identical
  29.  
  30. ===2D Primitives===
  31. GO->2D
  32.  
  33. ===9 Slice===
  34. - Full tile mode: 9 slice are used discretely instead of continuosly.
  35. - If not full threshold, the tiles are not complete.
  36. - Box collider with 9 slice
  37. * Make mode simple
  38.  
  39. ===Masking===
  40. - Select 2 objects, put on layer 1 and add the mask on the same layer.
  41. - Select the 2 others and show that those are ignored because are in another layer
  42. - Mask with big ben
  43.  
  44. ===Smart Sprite===
  45. Create a smart sprite
  46. Add the base
  47. Add the edges
  48. Show the collider
  49.  
  50.  
  51. What do we need?
  52. - A nice 2D game (zelda like) to show this workflow moving. NO PIXEL ART!
  53. - Could be cheap to have contractors to generate nice content for this.
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