9/11/2023 0 Comments Libgdx texturepacker giving atlas![]() The pipe shape is determined afterwards by looking at a bitmask calculated during generation for each segment in the grid. the remaining number of times a pipe needs to be put down that is aimed away from the exit. For harder puzzles though I decided to keep a "turn-off counter", i.e. At the easiest difficulty the generator guides the solution pipe straight towards the exit. The generator starts at the entry pipe and recursively searches each path for a solution. Here begins the dev stuff: first off I made a generator to produce grids that have a solution (possibly more than one). We've tried to make this game different from the games mentioned before - and also trying to make this fun to play as it looks like this'll be the main focus of the game. These are entry pipes that split the fluid down more than one pipe which you have to guide to separate exits (matching their colour) - meaning you have to solve for more pipes simultaneously. For the different resources we plan to introduce "colour splitters" for more valuable resources. This gets more difficult the longer you play by giving you a larger grid, longer pipe solutions or a shorter time limit. You have to solve the grid by clicking pipe segments to rotate them, so that the entry pipe leads to the exit pipe. The pipe puzzle minigame starts you with a random grid of pipes (imagine Pipe Mania or the hacking game in Bioshock). These pipe puzzles get harder the longer you play and the longer you play the higher your score. Your arm passes in front of you and you have to solve a Pipe Mania-style game, guiding fluid through pipes, in order to collect the resource within a time limit. Picking up a resource will move the player to the POV of the astronaut, looking out his/her helmet into a slowly rotating view of stars. ![]() These resources (most importantly oxygen) need to be maintained in order for you to survive longer. You must safely move your astronaut through an infinite maze of asteroids, finding and picking up important resources as you do. ![]() Imagine you've lost your tether to a space station and you're now floating in space. During the day I'm a PhD student researching the formation of massive stars, as are the other two developers on my team, Jake and Greg and also Marc our game designer! Our artist, Russ, is from Southern Ontario, Canada. MainCharacter.png created with texture packer contains transparent areas so that is good.I'm Harry, a developer from Leeds, UK. This is sample from txt file: mainCharacter.png MainChar= Decal.newDecal(mainCharRegions.first(),true) ĬameraGroupStrategy cameraGroupStrategy = new CameraGroupStrategy(camera) ĭecalBatch=new DecalBatch(cameraGroupStrategy) MainCharAnim= new Animation(1f/31f,mainCharRegions) MainCharRegions= new Array(mainCharAtlas.getRegions()) Had anyone similar problem with transparent textures?Ĭode: mainCharAtlas= new TextureAtlas("Sh/mainChar.txt") It seems I am getting black images because of transparency involved. Before transparent images, i used it for normal, non-transparent images and it worked fine. I used this texture packer because libgdx's gui can't pack it for some reason(it says error has occured). ![]() ![]() Instead of my texture, I end up with black square image, matching the size of the first texture I wanted to pack into texture atlas. I tried creating texture atlas with transparent images for animation. ![]()
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