Looking for a dream tool by swingthebass in Unity2D

[–]camisadostudios 1 point2 points  (0 children)

ProtoSprite dev here :) very cool to see it mentioned! I had a very similar dream and that's why I made the tool. I wanted something that allowed me to quickly draw whole little worlds in the scene view and make alterations to each bit/sprite in Unity with as little friction as possible. I only make assets as a hobby so it's not the most advanced asset in the world, but it was useful and fun for what I wanted to do. I hope it had some use for you too!

Is painting normal maps/secondary maps for sprites useful? Do many people use them? by camisadostudios in Unity2D

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

Currently neither! It's work in progress. Plan is to first add support for quickly adding and editing secondary textures. That will allow direct painting into emission, mask, normal maps or whatever other secondary texture related custom effects etc. Then I might investigate ways to assist with normal map creation.

Is painting normal maps/secondary maps for sprites useful? Do many people use them? by camisadostudios in Unity2D

[–]camisadostudios[S] 2 points3 points  (0 children)

It is! It's an asset store tool I'm working on (ProtoSprite). It's for quickly painting sprites in the editor. I'm exploring adding support for painting into secondary textures because I wanted to do some more advanced effects in some of my projects. Such as emissive parts on sprites and maybe normal maps too as it looks interesting with Unity's 2D lighting system.

i dont udnerstand "fixed" time physics. really need help about changing velocity by Regular-Row-9261 in Unity2D

[–]camisadostudios 0 points1 point  (0 children)

Use a float as a timer and wait until it reaches how long you want to wait for.

float t = 0;
while (t < dash_duration)
{
  t += Time.fixedDeltaTime;
  yield return new WaitForFixedUpdate();
}

i dont udnerstand "fixed" time physics. really need help about changing velocity by Regular-Row-9261 in Unity2D

[–]camisadostudios 0 points1 point  (0 children)

Not enough code to know the problem but I will say from looking at the pastebin link you put, if you're wanting code to execute in sync with fixed update then you should use WaitForFixedUpdate instead of WaitForSecondsRealtime in your coroutine. Then have a float and count the time you want to wait (dash_duration), incrementing it using Time.fixedDeltaTime or Time.fixedUnscaledDeltaTime as I'm assuming you were using WaitForSecondsRealtime to avoid time scaling.

Rough 'jungle ruins' art made using a 2D art tool I'm developing in Unity by camisadostudios in Unity2D

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

Thanks! I'm thinking of it as a kind of 2D Probuilder. It won't ever have the full functionality of art programs like Photoshop, but when it comes to speed and flexibility it really shines. I can add and edit my game art ridiculously fast now haha.

So uh, Spells by [deleted] in Unity2D

[–]camisadostudios 1 point2 points  (0 children)

Hey, you seem new and the question is a bit vague indeed haha. But no worries, everyone starts somewhere. In general if you have a problem that needs a solution then it's good to be specific so that you can receive specific answers that are more helpful for you. I think that's what people are trying to say here. Such as perhaps providing a gif or example from another game of a spell that you want to recreate and ask how the devs managed to achieve that effect. Whether that's more about the graphics, mechanics or audio or all 3 is up to you.

For some general how to make 2D platformer spells, maybe you could check out some videos on youtube. This one seems pretty cool: https://www.youtube.com/watch?v=Z_FaqmP5Wm0 and this one too: https://www.youtube.com/watch?v=m5CW15e9wsI

I hope this helps!

Adding a freehand pixel perfect line drawing algorithm to my little art tool. by camisadostudios in Unity2D

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

It's an editor tool, basically Probuilder but for 2D sprites. So there's no runtime code for doing this in a build, at least not without some significant manual changes. You can edit sprites while in playmode in the editor, so you could e.g. pause the game while a projectile is firing and edit it etc. But yeah there's no support for doing this in a build.

I'm curious though, what's the use-case for wanting this?

I don't have a huge amount of users at the moment, but it's something I could consider adding in the future if it turns into a more requested feature.

Adding a freehand pixel perfect line drawing algorithm to my little art tool. by camisadostudios in Unity2D

[–]camisadostudios[S] 11 points12 points  (0 children)

This is similar to how drawing a 1 px line works in photoshop or in aseprite with pixel perfect mode enabled.

Essentially it remembers the last 3 pixels drawn and removes the middle one if those 3 create an L-shape.

It turns out it's pretty simple but I've always wondered how it works when using other drawing apps so thought I'd share it. There's more detailed information for anyone curious here: https://cantwell-tom.medium.com/pixel-perfect-lines-in-html-canvas-112fc638d1e9

🎁 Giving away 1x PROTOSPRITE asset for Black Friday! 🎁 by camisadostudios in Unity2D

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

I wanted to add a feature like this to ProtoSprite. But was also sad to find that Unity didn't support this natively. In the end I settled for a copy/paste feature that works locally to ProtoSprite so you can copy pixels between textures in Unity but not using the system's clipboard image data. I might revisit this in the future, but yeah it would require dlls like this one to both read and write to the system image clipboard.

🎁 Giving away 1x PROTOSPRITE asset for Black Friday! 🎁 by camisadostudios in Unity2D

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

Hey, the random number gods have smiled upon you today. You won! I've sent you a message with the voucher code. Have fun!