![]() New issue: The sprites are backwards, however it is not difficult to manipulate while parsing. Solution 3: Find a sprite sheet generator that simply stitches images together. ![]() New issue: The algorithm randomly places sprites and it is difficult to parse. New issue introduced: Photoshop is not sustainable, it takes too much time. Solution 1: Place sprites individually in Photoshop. The issue: exporting a sprite sheet from flash causes the sprites to have different values of ‘white space’ between them. It took 10 hours to get this character finished and we want to significantly cut that time down going forward. We want to make sure that the template is sustainable, so we can just change the symbols and not every frame of every animation. We had an issue with sprite sheets! The character template is now done, but each sprite is technically a different size. Turn off reduce bleeding if your tiles are mashing into each other. New Vector3(((_meshsize_.x/2) * -1) - _pivotPoint.x + _offset.x, ((_meshsize_.y/2) * -1) - _pivotPoint.y + _offset.y, pth)ĥ) Add an Orthello Tilemap and link it to the xml and texture map. New Vector3((_meshsize_.x/2) - _pivotPoint.x + (dx * _meshsize_.x) + _offset.x, (_meshsize_.y/2) - _pivotPoint.y + (dy * _meshsize_.y) + _offset.y, pth), Vector2 _offset = new Vector2((layer.offsetX / mapTileSize.x) * _meshsize_.x, -1 * layer.offsetY / mapTileSize.y * _meshsize_.y) Edit the code so that these two sections add offset: xml, and import into Unity.Ĥ) In Orthello, the OTTilemap code does not support offsets on tiles. In this way the tiles can be placed in an isometric manner in an orthogonal setup (Since Unity does not support the isometric setup and causes major map issues).ģ) Make your desired map, export to. Unity and Orthello do not support isometrics as of Orthello v2.4c.Ģ) Before creating your map you should make 2 layers, 1 with an offset. If any other groups are ever wanting to use isometric tiles in Orthello this section will be very valuable to you.ġ) The first step is to export all tiles from TexturePacker and import them into the Tiled map editor, creating an orthogonal map (not an isometric). Finally, we wanted to be able to import special properties for the maps such as spawn points.Īfter a lot of work over the past few weeks I have worked with my teammates to come up with a solution to get TexturePacker to import isometric tiles into Unity/Orthello, which is not supported by default. Third, we wanted it to work with our Orthello 2D plugin. Second, we wanted the maps to be isometric tiles. First, we wanted an efficient and easy way to create the maps. Getting Isometric Maps Working With Tiled And Orthelloįor Gridlock we have needed a lot of custom properties for our maps. Getting cross platform support was by no means easy, but I am happy to say that our game now runs on Ouya, Windows, and Mac, and to top it off, the multiplayer is cross platform! The Ouya forums were also an awesome resource, and even as I was implementing Ouya support there were daily forum posts with answers from the Ouya devs that helped with the problems that I was having. Thankfully there were other people in the computer lab here at Rochester Institute of Technology working on the Ouya, and they had great insights on what might be wrong with our implementation. ![]() Implementing this class and actually getting it to work with our code proved to be difficult. The Ouya controller doesn’t support the native Unity InputManager, so the Ouya has their own OuyaInputManager class (as of this post). But because the Ouya isn’t even out yet, getting controller support and actually making the game playable was a challenge. Gridlock now runs on the Ouya! Unity is built to run cross-platform, so getting the game to run on the Ouya wasn’t so hard.
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