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From the documentation: public TextureRegion[][] split(int tileWidth, int tileHeight) Helper function to create tiles out of this TextureRegion starting from the top left corner going to the right and ending at the bottom right corner. Only complete tiles will be returned so if the region's width or height are ...


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You can use Blend Trees to change animation speed. First of all you should add float parameter to Character Controller. Then create Blend Tree and double click on it. It'll open Blend Tree editor. Select Blend Type 1D and select created float parameter. Add 5 same animations of reloading. Each animation in Blend Tree has two parameters: Threshold and Speed. ...


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I finally figured it out. After selecting the animation transition you can see in the inspector a section with some bars. This shows how long the transition between the two animations will take. You can slide the bar over so that it shows 50%, telling you that the transition will be instant. Or is it? Select the dropdown next to the padlock at the top ...


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this is easy way to create animations, you can add all animation images to one image and than use them separately , for example each image is 20x20 pixel and your animation contains 3 images so the big image will be 60x20 , and if you split it by 20 x20 pixel you can get all the images , and then put those images in animation . Another example. your ...


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What are some best practices to determine the total texture budget of a modern 2d game? This likely depends on the size of your target platforms RAM/VRAM, and how much you'll need to have loaded at one time. It's probably something that you have to fine-tune. Another thing to consider is non-volatile storage (media/disk space, etc.). How can I tell ...


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MD2 files are just mesh frame arrays. There is no skeleton. Actions are just mesh frame sequences in the array. You can copy the character's md2 file for each weapon. Carefully replace the character mesh with a positioned weapon mesh for each action sequence frame. While labor intensive, this approach allows you to give the weapon movement much more ...


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It's primarily a technical issue that most companies won't use pure vector art in their games. I know many artists who make their creations in Flash or Illustrator, only to pump out a rasterized image that gets slapped on a polygon sprite. It's just a technical hurdle that most large companies aren't too keen on trying to figure out. Below is an example ...



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