How to do composite sprite on godot - sprite

I'm currently working on a 2 dimensional top down role playing game and i want to implement a equipment system wherein the way you look changes depending on the gear you have equipped and my idea is to do this by attaching the armor and weapons sprites onto the base sprite/composite sprite. I've been looking for tutorials on how i could implement this in Godot unfortunately the ones i see are only for unity so is this not possible on Godot? though if it is please tell me where i can learn it.

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Camera starts at floor level 2019.2 + MRTK v2.0.0

For some reason everytime I load the scene on my Hololens 1 the camera starts at floor level and the scene content doesn't appear to anchor to the floor in the real world..
Using the MRTK demo project files I've created a scene and added in the MRTK packages, configured spatial perception in the player settings, turned on the spatial awareness settings, set to room scale, added observers (checked they're working), added the spatial collider and renderer to an empty game object, and scratched my head many times..
Anyone know what I'm missing/doing wrong?
Unity editor screenshot:
On HoloLens (1st gen and 2) the origin of the world is at the head. From the image you posted, it appears you are designing a VR style scene. In VR, the origin is generally the floor.
As #Perazim mentions, for VR style scenes on HoloLens, you will want to adjust the content placement to account for the origin being at the head. In the Mixed Reality Toolkit example scenes (ex: Demos\HandTracking\Scenes\HandInteractionExamples) the content is contained within a SceneContent object to facilitate easy adjustment.
The older, HoloToolkit contained a script that may come in handy in your scenario. While we have not yet ported it to MRTK v2.x, it should be reasonably straight forward to update.
Hope this helps!

Good practice for using almost identical sprites in phaser. Alternatives to using more sprites

So, I have been working in Unity but I've decided it's time to change to something I know better: JavaScript. I've been considering switching to Phaser.js but I have some questions regarding an issue I've been having even in Unity and that I found no solution to at the moment while searching on the internet. I have no code to provide as I haven't yet started actually programming in Phaser, so I'll try to be explicit.
My game idea basically revolves around some lights that change colors. The sprites I have for the lights look identical, but just with different colors, but not entirely (only parts of them are colored differently). The problem is that my game has many different colored lights and it has to change between them. Like, if one light is red and you click on it, it becomes green, for example. Creating and loading so many sprites that look almost the same seems like a bad practice, and I wonder if there is a way to change the color of a sprite or a part of the sprite by code. I know that Phaser doesn't support svg and that svg in games is a bad idea in general because of performance issues but it would have saved me a lot of time to just add the generated svg code of the sprites I use and just change the fill of the parts I want.
So, my question is: what are the best alternatives (if any) to using multiple sprites or how can you change the color of specific parts of them?
Another alternative, depending upon your light sprites, is to use Phaser's tinting capabilities.
Both sprites and images in Phaser can be tinted, and since Phaser supports sprite grouping, even if you wanted to change only a part of the image you could easily have each displayed object consist of two sprites, one of which is the same for all lights (the part that doesn't change) and another that is also shared, but tinted.
Phaser 3 example of tinting an image:
this.add.image(300, 300, 'pixel').setTint(0xff0000);
Phaser 3's setTint() documentation.
Phaser 2 CE example of tinting a sprite, in case you're looking at using this version:
sprite = game.add.sprite(game.world.centerX, game.world.centerY, 'atlas', 'greenJellyfish0000');
sprite.tint = Math.random() * 0xffffff;
If the lights don’t have to move, then you can just have a few images and change their src’s. Alternatively, I believe you could have it so that when the sprite is clicked it changes to a different looking animation. That is, after all, the point of a spritesheet, isn’t it?

Unity3D: creating an indoor scene e.g. classroom or dojo

I'm new to Unity3D. I've spent the better part of today going through all the tutorial materials. My question is how I should get started creating - or hopefully importing! - a 3D classroom scene or dojo (i.e. where people train martial arts) scene.
Should add a bit more info. My intention is to create a game within this setting/ambience, e.g. for the dojo, have two characters that will eventually fight each other.
Thanks.
Well, if you'd like to create a 3D indoor scene, you'll need to start by creating a 3D model of your scene. You can use free 3D modeling software like Blender to do this. If this is unfamiliar territory for you, you can see what downloadable options exist: TurboSquid
You can drag and drop your models right into Unity3D if they're in the proper format. After that you can continue fleshing out your scene by adding particle effects and lights.
Hope that helps.

How to read Location of a view whilst it is being animated

I am animating a small space ship (derived from UIView) and periodically (whilst in animation) send it a PointF to check if this is near the space ship's current position.
However, when reading out the Frame position of the View it keeps returning the starting position before the animation started.
I think this is by design but it is causing me big problems since the space ship(s) should move independently along Paths and it is very tricky for me to do this by hand.
Is there another way - and/or has anyone some sample code?
Not sure of a workaround for your issue, but I have some suggestions on game development for iOS.
Your problem is one of the reasons why using GUI frameworks like UIKit/CoreGraphics for games isn't a good idea. For both performance reasons, as well as the fact as they aren't designed for it.
If you are looking for a simple framework for making games on iOS, have you looked at MonoGame? If you are doing lots of animations, we also use XNA Tweener along with MonoGame to get some lifelike animations.
PS - check out our game here.

How do I create a real-time rendering window from scratch?

I've been studying 3D graphics on my own for a while now and I want to get a greater understanding of just how everything works. What I would like to do is to create a simple game without using DirectX or OpenGL. I understand most of the math I believe, but the problem I am running up against is I do not know how to get control of the pixels being displayed in a window.
How do I specify what color I want each pixel in my window to be?
I understand I will probably run into issues with buffers and image shearing and probably terrible efficiency problems, but I want to create my own program so that I could see from the very lowest level, of the high level language, how the rendering process works. I really have no idea where to start though. I've figured out how to output BMPs, but I would like to have a running program spitting out 20+ frames per second. How do I accomplish this?
You could pick a environment that allows you to fill an array with values for pixels and display it as a bitmap. This way you come closest to poking RGB values in video memory. WPF, Silverlight, HTML5/Javascript can do this. If you do not make it full screen these technologies should suffice for now.
In WPF and Silverlight, use the WriteableBitmap.
In HTML5, use the canvas
Then it is up to you to implement the logic to draw lines, circles, bezier curves, 3D projections.
This is a lot of fun and you will learn a lot.
I'm reading between the lines that you're more interested in having full control over the rendering process from a low level, rather than having a specific interest in how to achieve that on one specific platform.
If that's the case then you will probably get a good bang for your buck looking at a library like SDL which provides you with a frame buffer that you can render to directly but abstracts away a lot of the platform specifics issues. It has been around for quite a while and there are some good tutorials to give you an idea of whether it's the kind of thing you're looking for - see this tutorial and the subsequent one in the same series, which should be enough to get you up and running.
You say you want to create some kind of a rendering engine, meaning desinging you own Pipeline and matrice classes. Which you are to use to transform 3D coordinates to 2D points.
When you have got the 2D points you've been looking for. You can use say for instance on windows, you can select a brush and draw you triangle values while coloring them at the same time.
I do not know why you would need Bitmaps, but if you want to practice say Texturing you can also do that yourself although off course on a weak computer this might take your frames per second significantly.
If you aim is to understand how rendering works on the lowest level. This is with no doubt a good practice.
Jt Schwinschwiga

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