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assetManager.parser.parse() doesn't work for Uint8Array in native

Cocos

x-release/demo/Creator3.7.3_PartialScreenshot/assets/script/Screenshot2D.ts This way, you can create an imageAsset using Unit8Array data. github.com cocos/cocos-awesome-tech-solutions/blob/3.7.x-release/demo/Creator3.7.3_PartialScreenshot/assets/script/Screenshot2D.ts

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Change zIndex for layering in cocos creator

Cocos

x/demo/2dP1/Creator3.6.0_2D_RevolvePageView/assets/RevolvePageView.ts You can refer to this example github.com yeshao2069/CocosCreatorDemos/blob/v3.6.x/demo/2dP1/Creator3.6.0_2D_RevolvePageView/assets/RevolvePageView.ts show original

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Schedule for GodotCon 2018 in Pozna?

Mircosoft Game Dev

Demo: A short guide to contributing to Godot's editor | Gilles Roudière ( groud ). A presentation/discussion about the approach to the code and assets structure, and how it works for your team depending on the composition and experience of said team. Workshop: 2D game workshop/demo | Leszek Nowak ( John Meadow ).

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D20 RPG – Combatants

The Liquid Fire

Overview This lesson is focused on adding some art assets to represent our combatants. We will add animated sprites to represent both a hero and monster. It includes a collection of prefabs, scripts and sprites that we can use to play with. New Sprites There are three new sprites included.

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D20 RPG – Board

The Liquid Fire

Board Data Let’s begin by creating a ScriptableObject that can live as a project asset and hold all the information we will need to represent a board for our combatants to fight upon. This asset will be sort of abstract data, and can be “skinned” with specific tiles at a later point.

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D20 RPG – Positional Awareness

The Liquid Fire

Because of the grid-based nature of my game, I position my sprites at whole number coordinate positions like "(2, 3)". Combatant Assets As part of helping illustrate how you could use physics to select targeted GameObjects, I decided I would put the Warrior and Rat prefabs in the "Hero" Layer.

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Getting started with HaxeFlixel in 2021

Radiator Blog

The engine should be able to render and simulate 200+ lightweight game objects -- frame-animated sprites with simple collision, no fancy physics or shaders. Then as you come across more complicated problems, you'll want to browse the very helpful Demos , each with a link to its full source code on GitHub. and no WASM.)

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