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  • 11 votes cast
Oct
31
revised Create sprites from 3D models at runtime in Unity
added 649 characters in body
Oct
29
answered Create sprites from 3D models at runtime in Unity
Oct
29
revised Create sprites from 3D models at runtime in Unity
added 109 characters in body
Oct
29
revised Create sprites from 3D models at runtime in Unity
added 67 characters in body
Oct
29
asked Create sprites from 3D models at runtime in Unity
Oct
29
reviewed Approve Proper and easier way to make isometric animated art
Oct
29
comment Proper and easier way to make isometric animated art
In case of using Unity, I thought about simply make a game 2D an use only 3D models for characters and monsters (I'd like to avoid using 3D navmesh/A*, physics, etc). However I think this is not viable because 2D depth sorting draw layers are not compatible with 3D. A solution would be to be able to get sprites from models at runtime with Unity
Oct
29
revised Proper and easier way to make isometric animated art
added 12 characters in body
Oct
29
comment Proper and easier way to make isometric animated art
Thanks for the info. However, so what ways are to accomplish that?
Oct
29
asked Proper and easier way to make isometric animated art
Oct
28
comment Too much animation work for 2d characters. Creating 2d character animations by prerendering an animated 3d model?
if you need every angle, position and rotation (think of a sword), why mark attachment points? that sounds extra code when you can just do just render everything for the items too
Oct
28
comment In Unity, why does my IndexOutOfRange exception disappear when trying to debug it?
I have no code which is supossed to run only in editor. Submap is never empty, i init it manually as full false. world.wmap_x_size = 96; world_wmap_y_size = 44. I tested it and it is ok
Oct
28
comment In Unity, why does my IndexOutOfRange exception disappear when trying to debug it?
I achieved to get some more information. The map is initialized just before the code I posted, as full "false". The bug throwns exactly in the first loop of i (i = -3) and the third loop of j (j = -1); in the loop I posted above. However, I suposse this is random behaviour
Oct
28
comment In Unity, why does my IndexOutOfRange exception disappear when trying to debug it?
I fixed that and still the same
Oct
28
comment In Unity, why does my IndexOutOfRange exception disappear when trying to debug it?
submap is bool[15,15]
Oct
28
awarded  Commentator
Oct
28
comment In Unity, why does my IndexOutOfRange exception disappear when trying to debug it?
a and b are supossed to be in [0,14]; both values are 7 +/- [0, 7], depending on [x1,x2] and [y1,y2]
Oct
28
asked In Unity, why does my IndexOutOfRange exception disappear when trying to debug it?
Oct
12
asked Problem designing my pseudo-3D game with SFML
Oct
6
revised Where should I cast new bullets?
deleted 17 characters in body