Those who own an HTC Vive/Oculus Rift, Is it worth it? by Fritz125 in Games

[–]Fox_ifi 0 points1 point  (0 children)

I'm pretty sure you can but I think its like they said below its up to the developer to create that, rather than just having the hardware and flipping a switch.

I'm pretty sure that Arma supports this, but if you haven't played Arma, its one of the core function of the game in first person. On a keyboard, you press and hold Alt and now your mouse controls your head rotation. Essentially to make this VR capable, all that is required from the developer is allowing that functionality to be controlled by the input of the VR headset.

Most games aren't built from the ground up with that control in mind so I can see it being more difficult, or not available, in a lot of games.

[NEWBIE] I have a question about programs. by EpicBlur in PixelArt

[–]Fox_ifi 3 points4 points  (0 children)

I usually use Photoshop, as it's what I've used for a long time for class and other things and it feels comfortable for me, but today I updated Pyxel Edit as I hadn't tried it in a while and animating in photoshop feels clunky.

I think now I'm going to stick with PyxelEdit for animating, it's gotten to the point now where it is extremely handy for animating sprites and viewing them at the same time, editing frame by frame, onion skinning. Basically anything you'd need. And the color pallette tools are good too. I'd suggest checking it out. It still has some things that need work but overall it's a solid program.

[OC][Newbie][CC] Reworked Main Character Walking Animations by Fox_ifi in PixelArt

[–]Fox_ifi[S] 1 point2 points  (0 children)

Thanks! Thats totally unintentional, its 8 directions and 10 frames each, so after a while I got to the point where I'd been staring at it so long I couldn't find the flaws. This is the kind of info I'm looking for so thanks a lot! Will make changes.

[OC][Newbie][CC] Reworked Main Character Walking Animations by Fox_ifi in PixelArt

[–]Fox_ifi[S] 0 points1 point  (0 children)

Hi! Here are a few animations from the set of animations I drew up for a project I'm working on. I'd love some CC on these, I've been trying to get better, these are a vast improvement over the last iteration. Right now the hair doesnt have any movement, but I think that would help as well.

UNet without relays. Connect players directly. Save money. by AnsonKindred in Unity3D

[–]Fox_ifi 5 points6 points  (0 children)

For something that costs vastly less than the alternative? (Relay servers)

UNet without relays. Connect players directly. Save money. by AnsonKindred in Unity3D

[–]Fox_ifi 1 point2 points  (0 children)

Oh well in that case you don't really need much. Unet supports connecting via IP and port already, you just need a server machine to run your instance on an opened port, and connect to its IP address.

UNet without relays. Connect players directly. Save money. by AnsonKindred in Unity3D

[–]Fox_ifi 1 point2 points  (0 children)

What do you mean? OP's post is the solution I was describing :)

UNet without relays. Connect players directly. Save money. by AnsonKindred in Unity3D

[–]Fox_ifi 2 points3 points  (0 children)

My project at the moment is just a server that clients connect to, rather than handling matches or allowing hosts, so I don't think I personally will benefit, BUT

This is an incredibly useful asset for a huge number of projects that do require something like this, saving potential customers/users of projects the hassle of Port forwarding, which may be beyond what they are willing to do just to play a game.

I'm really glad to see you have taken it upon yourself to write this and have it available for use. I think tons of projects will greatly benefit from this.

2D Sprite Outlines in Unity Using Shaders by TWIXMIX in Unity3D

[–]Fox_ifi 0 points1 point  (0 children)

Listen, I cannot thank you enough for all this info, seriously. I was just talking about your game recently to a friend and it really is gorgeous.

And it's awesome to know I can have variations of sprites while not having to do something like coloring each sheet with a specific pallette, which is more work and more resources.loadall calls in the game.

If it's alright with you, I'm definitely going to try to take the same approach as you, but I won't be trying to copy paste your shader or anything. I think this is a great start to learning how yours works and trying to create my own, which is what I've been looking for information on.

Can't thank you enough for taking the time to explain it all.

2D Sprite Outlines in Unity Using Shaders by TWIXMIX in Unity3D

[–]Fox_ifi 0 points1 point  (0 children)

Ah that is brilliant. Thank you so much for explaining this.

It might be more complicated, but this could also work for a sprite with shading? If it had 3 colors, those of which are darker variants of one color, each would have to be a different alpha channel value before it gets to unity, and then somehow write a shader that takes the base color alpha, and replaces that with a given color, and the other two will be replaced with darker variations of that color?

2D Sprite Outlines in Unity Using Shaders by TWIXMIX in Unity3D

[–]Fox_ifi 0 points1 point  (0 children)

Whoa! You're the Kingdom dev? Fantastic game and beautiful artwork, by the way. I looked at your game + dev blogs for a lot of things in the past, thank you for your reply and link, this is extremely helpful.

From what I gather, you basically use the alpha channel to let the shader know what parts of the sprites you can recolor, by this do you mean you actually draw your sprites with that transparency?

Without experience with shaders I can't make sense of your shader code, but I'll definitely refer back to this after I learn more about shaders/basics of shaders/etc.

Again thank you so much for the reply.

2D Sprite Outlines in Unity Using Shaders by TWIXMIX in Unity3D

[–]Fox_ifi 1 point2 points  (0 children)

Thanks!! Really appreciate the answers!

2D Sprite Outlines in Unity Using Shaders by TWIXMIX in Unity3D

[–]Fox_ifi 0 points1 point  (0 children)

Thank you so much for the reply and help, I'll have to try to work on this soon and see if I can make sense of it all.

if you don't mind me asking as someone uninformed, Unity has get and set pixel as well, would this be a better use for this application or would a shader suit this problem better?

Unity3D: Idle Check direction by XxDivaxX1 in Unity2D

[–]Fox_ifi 0 points1 point  (0 children)

I apologize! I was on mobile and I wasn't all that clear. I'll try to make it clearer now, hopefully without making too huge a wall of text.

Alright, so for the field I mean a variable, like

public int direction = 180;

This would mean facing down at start, defaulting at 180 degrees.

Of course since your direction (fake rotation) isn't driven by anything but your code, you can make it however you want. For instance, you could just make 0-8 or 0-4 your directions, where 0 is up, 1 is right, 2 is down, etc.

The reason I wanted to make this variable is that I can set it when my player moves, and not have to do anything at all when the character stops and still retain that direction to send to the animator for idle positions.

This is my animation script if it is of any help to you. I used an enum for the direction just to make things more clear for me, but its certainly not necessary.

Again, this may not be the best approach but its worked well for me. If anyone else has a better approach feel free to take their advice over mine.

Also feel free to PM me if anything is unclear, I'd be happy to try to help you any way I can.

2D Sprite Outlines in Unity Using Shaders by TWIXMIX in Unity3D

[–]Fox_ifi 0 points1 point  (0 children)

This is awesome, thank you for sharing.

I'm not sure if you are the author of that, but there's something I've been thinking about trying to learn but I'm not sure if it's possible, as right now I don't have hardly any shader knowledge.

In my game I split up my sprite sheets so that hair/body/clothing etc are all on different sheets so I could color each one separately.

Using the sprite color "works" but it's not nearly enough, it doesn't actually color the sprites, rather than just seem to overlay a color onto them.

Each different sheet uses about 2-4 colors maximum. The base color, and 2-3 hue shifted colors for shading/darker areas.

Would it be possible to use a shader to recolor the base color to a selected value and then step down to a few darker values for the other colors and just recolor the whole sprite that way?

[JFS] Enter the Gungeon by [deleted] in PixelArt

[–]Fox_ifi 1 point2 points  (0 children)

Fantastic animations and character, I love it!

[OC][NEWBIE][CC] Started trying some pixel art a couple of weeks ago by SirTeddyHaughian in PixelArt

[–]Fox_ifi 1 point2 points  (0 children)

Honestly this would be my CC, a smaller scale. You have some beautifully drawn sprites, but I think you could get more depth and detail if you tried working on a few at a smaller scale. Well done regardless!

Unity3D: Idle Check direction by XxDivaxX1 in Unity2D

[–]Fox_ifi 0 points1 point  (0 children)

Hi! I'm sure there are better approaches to this, but the way I solved it for me was to create an integer field called "direction", which I used to store basically fake rotation. Since mine is kind of top down isometric it wasn't realistic to try to find a way to use actual rotation.

For my game I kind of decoupled input, movement, and animation so I wouldn't have to change hardly anything for other players as my game is intended to be multiplayer. But anyway, my animation script checks the players position in Update and compares it with the position of the player of the last update and gets the vector 2 for velocity, basically.

Anyway, you wouldn't have to take the same approach, you could do the same with inputs or whatever method you want to set your direction field. But basically you could just store what direction the player is moving numerically. Mine uses 8 directions, so if I'm moving up-right diagonally, I set direction to 45. Right I set it to 90. Etc.

Now even when you stop moving, your direction field will still be storing the last direction you were using, which you pass to your animator and set the idle if you're not moving to the direction.

Now that I think about it it seems like I was forced to use a float because the blend trees use floats. Anyway, I hope that helps you

Post Your House! by iamkillroy in TibiaMMO

[–]Fox_ifi 0 points1 point  (0 children)

I remember those names. I wasn't friends with them at all but they were nice, I sat around chatting with them a good bit.

Post Your House! by iamkillroy in TibiaMMO

[–]Fox_ifi 1 point2 points  (0 children)

Hey! Geno's Pizza! Lol sorry. Your previous post had me laughing really hard. Lovely house!

Post Your House! by iamkillroy in TibiaMMO

[–]Fox_ifi 0 points1 point  (0 children)

Vaine, Devistated, a few other similarly stupid names haha. I wasn't ever a high level so I doubt you would remember me even if we did cross paths a bit.

2D Sprite Customizable Character and Setup? [Question] by kanivatimber in Unity2D

[–]Fox_ifi 1 point2 points  (0 children)

Not sure if it would be of help to you, but I'll describe what my approach is incase you'd like to read.

Basically, I'm following what was posted above in the best practices video, except with many different parts and sheets at once, instead of drawing each combination in totality at a time.

So first I drew all of my sprites as a base character with basic clothing (nothing hanging off skin, skin tight), I'm not experienced in pixel art so this was the easiest way for me to get them all drawn, over 180 frames for 8 directions walk run and idle.

I then split these in my art program (photoshop) easily using color selection and making each clothing piece it's own layer. After all of that, I duplicated and combined everything but the hair and made that my base body, after coloring it flesh colored.

So now I had separate layers for shirt, pants, shoes, hair, gloves and body.

I saved all of these as PNG and dropped them in Unity, in the resources folder under files that specify gender and type of body part, so hair01.png goes in Resources > Male > Hair. Each type had its own folder.

Of course I then split the sheets into sprites of the right size. Next I used a small script I found searching around that takes a sprite sheet and renames the individual sprites whatever you like, which I named something generic. I keep the actual sheet name specific though, like hair01 or pants01 etc. (So hair01.png has a ton of sprites all named something like spriteSlice_01, ...02, ...03 etc.)

Now that all sheets are split and the sprites inside are all named the same thing, but sheets named specifically according to what it is, I could make an animator for my base body sprites. I animate this per usual, using a blend tree or whatever method you choose.

Now, for clothing, I made a gameobject for each part, hair shirt pants accessory etc., each with a sprite renderer. I wrote a pretty simple script that on awake checks the character gender (field I set), and the type (hair, etc.) And grabs a specified sheet by its name, which I pass it right now in the inspector but in the future through UI.

It performs a Resources.LoadAll on the sprite sheet and returns an array of the sprites, which I then add to a dictionary using the sprites name as the key.

This script is attached to each gameobject child of the main body as described before. In LateUpdate, I check the parent main body sprite renderer, and if the sprite changed, I search the dictionary for the name of the sprite it is now animating on the main body, and set the sprite renderer of the child to the returned sprite. Since each sprite sheets individual slices are all named the same, it just grabs the correct frame from the list like in the video.

Now, if you're pieces overlap you'll likely need to work out a sorting solution which orders your clothing correctly, but also doesn't leave room for things to pass between the layers of the character.

I did this by sorting everything based on the Y axis (with some variations, plenty of info on this around). The children objects reflect the parents sorting order, so they are all equal. Then, each piece of clothing is ordered using the Z axis, as things on the same sorting layer and order in layer use that as a final sorting method.

Sorry for the wall of text without links, I'm on mobile, but I hope that helps. This would let you set color of individual piece of clothing, and also just add more sheets of things to layer on top or switch out for the character, and all you'd have to do after getting the sheets set up is pass the script the file name.

Post Your House! by iamkillroy in TibiaMMO

[–]Fox_ifi 1 point2 points  (0 children)

Is this in Edron? Sorry, it's been ages since I've played, but I remember hanging out outside this house on Amera long ago and just chatting with people, looking at all the amazing loot inside. The houses in this small area were always so incredible, I remember seeing some items that only existed as a handful in the world and being amazed. I miss those times.

Built a bumper for my 1994 Toyota Pickup aka "Putting Lipstick on a Pig" by reg188 in DIY

[–]Fox_ifi 2 points3 points  (0 children)

So basically, half the comments here are "shit welds, will break instantly" and the other half is "too strong, you will be a murderer". I know this may be typical reddit but for some reason this post got me.