There are a lot of tutorials out there about how to create a rainfall and snowfall effect using SKScene.
I was wondering if anyone has any idea how I could create the effect of snow accumulating at the bottom of the view or on top of other view, after falling. I tried to do that but without success. Thanks you.
Related
I'm building an app in Swiftui and want to have a fixed image background that is consistent among all screens and is also enclosed in a Navigation Stack Hierarchy, meaning I can go on to different screens and swipe from left-to-right to go back, etc while still have the fixed image background.
I have tried various solutions but havent been able to achieve this. Closest thing I came up with was to create a full screen overlay but that doesnt solve the problem. Any and all help is appreciated :)
Concerning the first/third person characters in Unreal...
I've seen many posts saying that inverse kinematics is the way to go for keeping the left hand on the character.
This keeps the left hand on the rifle but the fingers of the hand bob in and out of the rifle as it moves with the animation.
What is the best way to go about keeping the fingers realistically stabilized on the rifle as the animation moves the body ever so slightly?
If the answer is create a new animation in blender or a similar software, is it possible to import the animations from Unreal to blender and work with them there? If so, can you please provide a way to do so? Every time I've tried to the body doesn't appear, just the bones.
Thanks.
You have to make aninations outside unreal.
In blender or maya or the choice of your software.
To export an asset from UE4:
In the content browser
Select the asset you want to export.
Then right click on this asset
You will see an option called Asset action.
Click on export.
Then import it in blender. For the rest there are tutorials and you can google.
I've been trying to successfully create a slide transition between 2 scenes for the past 2 hours and all I can find are just some answers in Objective-C and I have no idea how to translate them.
I'm using XCode 5 with Cocos2D-X 2.2.3 to develop for iOS.
CCTransitionSlideInT *trans = CCTransitionSlideInT::create(1.0, Scene2::scene());
CCDirector::sharedDirector()->replaceScene(trans);
Doing that makes my current scene slide down and gets replaced by black (background) THEN after the transition is done, the second scene appears without any transition effects; it just appears.
How can I slide the first scene with the second one attached to it?
I've seen that it's done in TestCPP. I tried tracing it but it got too complicated for me. All I really need is some clarification!
Thanks in advance! And I hope I provided all the necessary info.
I would like to create a city of top view. For example, something similiar as these images:
http://image.shutterstock.com/display_pic_with_logo/73497/73497,1329086967,2/stock-photo-city-top-view-95061103.jpg
http://www.bigcitypix.com/image/big-city-pictures-logo-gearhead-city-buildings-cross-streets-aerial-rooftops-roof-top-high-angle-overhead-view-film-video-shoot-graphic-media-company-brand-image-700x460.gif
I work in adobe Illustrator. Please, how can I do a building of top view? Can I make a building in the perspective view and then rotate to the top view? Or how? Please, if you know about a good tutorial where it is describes, could you send me the link? Thanks.
For the first image, I would go to 3d programs like 3ds Max / sketchup for that effect.
For the second image,
You could use:
- draw some squares
- go to "effect" at the top menu, "3D" - "extrude and bevel"
Hope that helps
Please check that only first image opens.
Its way too easy to do like this. Just hit "M" in illustrator and start making squares and rectangles.
Cheers!
I'm new to development and I have played around with a few tutorials. I wonder what the best way to set up a menu for a game with cocos2d?
I want a MainMenu with a Startbutton, SettingsButton, HighScoresButton and a little info/creditsButton in the corner.
How should I set this up?
Should I have the MainMenu as a Scene and the others as layers or just make all of them as separate Scenes?
The buttons that I add, should they be a plain button and then I add the textLabel on top or should I make them complete with textLabel?
I would like the buttons to "wiggle" like it is made of jello when i tap them, how do I do that?
As I said, I am new to this but I wanna learn as much as I can before school starts. I'm currently taking a summer class in iphone development so I get a head start for the next semester. I would like to see experienced game developers to help me out with this since i want to work with that when I get older, if they could also show me how to structure a game and the design.
Thank you so much.
David H
You've got several questions buried in there, so I'll address them in order...
First, to save on memory, you should break sections of your game, including menus, into separate scenes and switch between them using:
[[CCDirector sharedDirector] replaceScene: yourScene];
Alternatively you can use pushScene: and popScene, but these hold pushed scenes in memory and can be very costly depending on what you've got in the scene.
As for how to design your buttons, that's completely up to you and what fits best with the game. Some games look fine with text buttons. Others need a more stylized button that is best created with images. Remember, a CCMenuItem (button) is just a CCNode, so you can layer images and text in almost any way you wish.
Animating buttons is going to be a manual thing. I suggest subclassing the CCMenuItem, or CCMenuItemImage and overriding the selected and unselected methods to animate the underlying images.
We used cocos2d for our game The Selfish Birdbreeder. You can find the game and source here and dig around. I'm pretty certain we have a main menu.
http://pyweek.org/e/BirdBreeder/