Tag Info

Hot answers tagged

8

Tiles and icons (even in UIs like window systems) are often in a size like 16x16 or 24x24 to make it easier to modify the tiles. Most times the tile size is a multiple of 8 because of the folowing reasons. It is relatively easy to shrink a tile with the size 32x32 to 16x16 by simply putting 4 pixels together (e.g. create the median/average of the 4 ...


2

Sprite Sheets with a Uniform Grid The easiest form of sprite sheets, are sheets that use a uniform grid to lay out the individual sprites of your object. Your sheet is essentially a grid with a certain number of rows and columns of cells. Each cell contains a single sprite. Using a uniform grid, means that all cells have the exact same dimensions. ...


2

System.currentTimeMillis() should be changed to System.nanoTime() / 1000000; currentTimeMillis has an issue in it that sometimes comes back with a weird number and in games causes twitching in animations and graphics


2

When you rotate the transform object, rotate the velocity vector by the same amount.


1

If you need good image quality you can use Format: Truecolor or ARGB 32 with an high Max Size and avoid compression: You can try playing with Filter Mode and Aniso Level too in the advanced settings:


1

I don't think you need XNA any more. Just double click on Content.mgcb to open the content editor. Right click on Content -> Add -> New item -> Spritefont description, give it a name, e.g. "testfont" Load your spritefont in game: var font = Content.Load<SpriteFont>("testfont"); Use it! spriteBatch.DrawString(font, "hello", new Vector2(10, 10), ...


1

I'm not familiar with flash/as3. This said, I fail to see what instance would be the parent to the child you're adding with addChild in a static method. Here is the description from the documentation Adds a child DisplayObject instance to this DisplayObjectContainer instance. The child is added to the front (top) of all other children in this ...


1

Using an atlas: You can pack the left and right versions into a single texture for each sprite, and only swap UV's based on the player's direction. Although you may put only left/right images into the textures, will your modders? A few descriptors to think about: bool AutoFlip; //Swap UV's based on L/R? bool ReverseTextures; //Reverse standard ...



Only top voted, non community-wiki answers of a minimum length are eligible