Tag Info

New answers tagged

1

You have to do two things here: Create a repeating sprite Mask it with the shape For the repeating sprite you will need a texture that has POT (Power Of Two) sides, e.g. 256x256. When you load your tiled texture you need to set its parameters to repeat: CCSprite* sprite = [CCSprite spriteWithFile:@"tiled_tex.png"]; ccTexParams params; params.minFilter ...


0

I know this was asked about a year ago but let me see if i can shine a little light on the subject for anyone else trying to figure this one out. (Do not quote me on this) I believe the answer to your question is this. The "with friends" games, I believe, are actually web applications coded in html5 and js and then through a service is "downsized" and ...


0

It's simple z_order = position_y Where axis origin is top left corner of screen(in cocos2d, it's bottom left). Player has origin at right between his foot. tree has origin at it's root..... If the map has size of 100x100, and player are at map's limit, his z_order must be 100. If 2 character are at the same y position, their z_order are equal too.


1

Well, one way is to load the textures and keep a reference to them ourself. You could reimplement your code to something like: @interface TextureHelper : NSObject - (void) preloadTextures; - (CCTexture2D *) textureForImageNamed:(NSString *) imageName; @end @implementation TextureHelper { NSArray * loadedTextures; } - (CCTexture *) ...


1

It renders using bump- / specular maps. Refer to this video. The ground geometry is never modified. Bumpmaps are just heightmaps used for realistic lighting. To clarify definitions, bumpmapping is a rendering technique, typically written as a shader, which creates the illusion of surface detail on what is in fact a flat piece of geometry... in this case, ...


0

If what you want is a tool to do it ShoeBox can extract the sprites from the PNG. You can get more details about this feature here.



Top 50 recent answers are included