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Gideros layer behind moving object
Gideros layer behind moving object













  1. Gideros layer behind moving object how to#
  2. Gideros layer behind moving object update#

The editor is not currently in a usable state and only has the following functionality: Most other items and other parts of the editor will be defined in this customisable editor file. In this case the section name is blank so Frame and Atlas will appear in the root. The Section tag specifies the name of the sub-menu that the type should appear under. The Context attribute specifies what type of object will use this menu for creating new child objects in its hierarchy. Here we create a Menu Group called NewAnimationChild that contains two possible types (Frame and Atlas), these are the only two possible types of objects that an Animation object can contain. Each menu group defines a list of types that can be creayed when the user attempts to create a child object within its hierarchy, e.g.: These are used to define how the user can create hierarchical data. Menu Groups – Finally we have Menu Groups. We can later use these to set up menu groups and other interesting stuff Here we group together four different types into a group called Basic Actors. Type Groups – Type groups are used to group together types that share similar function, e.g. Within the TYpe tag is the properties, thee define the properties that can be edited along with their types, the category they appear under and the tool tip There are other properties but I wont go into them right now. Info is used for tool tips and the colour is the colour that will be used to display objects of this type in the resource view. Object Types – These represent specific types of objects that can be edited, for example Actors, Scenes, Images, Programs, Actions etc are each single types, e.g.*Īs you can see you can define the name of the type, the base, which is kind of like a base class in C++, the type inherits all properties of the base. You can later use this as a type for object properties Here’s an example that shows an enum for the Joint Type used by XOML joints: Thus far I have implemented the customisation system which enables developers to create a single XML file that describes the following elements to the editor:Įnumerations – You can use these to define sets of possibilities, e.g. Support for HTML5, Marmalade Quick, Cocos2d-x, Corona, Gideros and other game / app development SDK’s and systems.Support for all XOML types out of the box.Placement, scaling, rotation of game objects on a large virtual canvas.Completely customisable – You can define all of the types of objects that can be edited along with all of the properties for those objects using an input XML file.The editor is tentatively called Groove Game Editor which will have the following features when finished: Today I want to blog about a new game editor that I have started work on (its a bit of a pet project because I’m getting fed up of writing game or app specific editors). Well, this blog post is not completely devoid of AppEasy news as the game editor will target AppEasy to begin with.

gideros layer behind moving object

Gideros layer behind moving object update#

These days my blog seems to have turned into an AppEasy update feed, well I want to change that and start blogging about other things (besides AppEasy). So, first we create a prefab with right mouse click -> Create -> Prefab.Note to self, update my blog more often. Now we need to turn the circle asset in a prefab.

gideros layer behind moving object

Once you set up the project, simply drag and drop an image in your project tab to import it in the project. This is to match Unity unit of measurement with pixels. In the main camera inspector – click the camera to open it – be sure you have ortographic projection and size = half the height of your project divided by 100. Then you have to select the resolution: I am using 500×500 because it’s the size of the original game. First, when you create a new Unity project, keep in mind you have to select “2D” Anyway, the engine has also been ported to AS3, Game Maker, Construct2 HTML5, Corona SDK, Gideros Studio, Stencyl, Starling, CreateJS, Cocos2D HTML5.

Gideros layer behind moving object how to#

Let me show you how to create a 2D project based on the simple Circle Chain prototype, which has been already ported in Unity with a fake 2D environment. In my opinion, for the upcoming 2015 there are three tools you need to master if you want to produce cool games: Phaser, Cocos2D and Unity 2D which is basically Unity 3D this time with native 2D support.Īs you can see I am publishing a lot of Phaser tutorials, there’s an upcoming Cocos2D-JS book so I am also going to start doing some stuff with Unity.















Gideros layer behind moving object