It might be overwhelming at start but its not that hard imho. Its amazing (also free), not exactly designed for pixelart but it works for me great! (has few pixelart brushes). Best motivational has been for me to watch other people playing my game and hearing them laught alot of the exitement!įor art I use 99% of the time Krita. Get the game playable as soon as possible and get some feedback from your friends and non-friends alike. Anyway try to make small goals / steps everyday and you will finally get it done :) I think for me would have been better to make & finish some smaller projects first. This time includes learning to make pixel art and programming (from pretty much ground zero level). This game is actually my first game ever and ive been working it like 4 years. This project has been way too ambitious for me. You can see that the waves arent "perfect" but in fast action shooting game, I think nobody will be looking that closely. Finally it worked better than I expected. When I was animating the first wave, it worked but I was worried how it would work with many of them Then slowly transform it higher and destroy when animation is done. Then I instantiated the "anti"wave on top of the water sprite on the position where the hit occured. The waves are round masks, that I animated to move (& scale) in "wavey" motion. I really dont know any shader programming so I had to invent some other way. I definitely will try bigger vertical white splashes! Wow thats actually good idea! Thanks!! I made a blue splash effect before but the video encoding seems to lost it pretty much, you can barely see it if you look very closely. r/GameAudio - It may look good, but does it sound good? r/LevelDesign - Learn to make excellent levels and worlds. r/GameDev - Meet and communicate with other game developers. r/PixelArt - Admire, share, and observe beautiful pixel art. unit圓D on 8chan - Unity-focused image board Unity 2D forums Tutorials Filter Wiki List Be familiar with Reddit's Rules, Reddiquette, and Self-Promotion Guidelines.If the content is not related to 2D/2.5D development, it may belong in /r/Unit圓D or /r/GameDev. In the Water Waves Asset, the Gerstner Wave Generator selection dropdown lists any classes that inherit from the Gerstner Wave Source./r/Unity2D is a subreddit for news, tutorials, feedback, resources, and conversations related to 2D or 2.5D game development using the Unity game engine. In the Blueprint, you override and add your own Generate Gerstner Waves function that uses the Make GerstnerWave and Make GerstnerWaveOctave nodes to output to an array that stores information. In Blueprint, the Parent Class inherits from the GerstnerWaterWaveGeneratorBase class. In C++, you would start by creating a new type that derives from UGerstnerWaterWaveGeneratorBase`and uses GenerateGerstnerWaves_Implementation(TArray &OutWaves) const`. The information in this section uses the Gerstner wave implementation as a working example for creating your own wave generator backend for evaluating surface waves. The Water system is capable of supporting additional wave simulation models through the Water Wave Asset with configurable parameters, which can be done either through C++ code or Blueprint. Unreal Engine provides the Gerstner wave simulation model for the Water System. Any editable properties will populate the panel to configure the simulation. When creating, or opening an existing, Water Wave Asset, you select the type of wave simulation to be used, when multiple simulation models are available to choose from. On a selected Water Body, use the Water Waves Asset assignment slot to apply this asset. From the menu, select Water > Water Waves. You can create your own Water Waves Asset using the Content Browser to click Add/Import or use the Right-Click Context Menu. While you do not need to create a new Water Wave Asset every time you use a Water Body, there are times when you want different types of wave input from the simulation model to behave differently, or when you want to use a completely different wave simulation model. By default, one is already supplied that uses the TODOLINK Gerstner wave simulation model. Water Bodies are supplied with a wave simulation model to use with a Water Waves Asset assignment slot. The Water Waves Asset provides the individual wave parameters that are governed by its simulation model. The Water system uses GPU-driven wave data to simulate the surface of waves on Water Body Actors. Setting the Number of Waves and RandomnessĪdding Your Own Wave Simulation Model and Wave Generator
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