juhakiili / ragepixel Goto Github PK
View Code? Open in Web Editor NEW2D Pixelart Toolkit for Unity3D
Home Page: http://ragepixel.com
2D Pixelart Toolkit for Unity3D
Home Page: http://ragepixel.com
The preview of each individual frame in the editor window is sometimes displayed wrong. The only pattern I've found is that any frame past and including the seventh one will all show the same preview. I'll see if I can post a picture later, although it should be easy enough to replicate.
Hi all!
This current github build have on little problem reproducing the animations, the last frame ends way too fast, almost doesnt show, looks like the animation restart (or goes ping pong, etc) in the very same instant the last frame shows on screen, giving him nearly no on screen time.
Easy to reproduce, just start a new project and make an animation with different states like in the assets demo.
i dont know if this was intentional but they dont collide with anything.
is it possible for you to make a speciel collider for them??
Any ideas how to approach the roadmap?
Does anyone have experiences on what kind of approach works? I'm thinking that adding too much formal planning takes out the fun of organic development, but total lack of roadmap might not be ideal either.
Should start by just adding one-liners to the Wiki or do we bloat the Issues with feature requests?
What about milestones. Any use for those?
I should probably maintain some sort of light leadership role, but because of my total noobness in open-source collaboration, I feel a little bit lost.
I'm new to Github so I'm not sure if anyone sees this or gets notified.
Couple of weeks has gone by without any progress. The reason was that I was in the middle of getting recruited to work at Unity Technologies full-time. I really didn't have motivation to put this project forward when the negotiation was on.
Now that I've decided to work for them, I don't have the luxury of continuing this project full steam. I'd like to see it going forward, but others will have to step up. Otherwise it will never get anywhere.
Here is my blogpost on the matter: http://juhakiili.com/blog/working-for-unity/
I've been tracking down an issue where RagePixel locks out panning and rotating the scene view even when a sprite is not selected. These steps reproduce the bug 100% of the time. The only way to regain control is to reload the project or modify any script file. Even creating/loading another scene file with no RagePixel objects does not fix it. I'm wondering if this is actually a bug with Unity.
Notes:
There is also a similar bug that prevents the user from panning the screen while drawing. This occurs because the events are consumed before they are sent to Unity.
I'm looking at these problems now.
It would be absolutely awesome if we could change the speed of maybe not even an individual frame, but the whole animation at run-time. Perhaps some sort of modifier could be set that the engine recognizes?
This is the nastiest RagePixel bug so far. Because if you don't have specific hardware, you might be unaware that your game even has the problem. When this problem occurs on a game with scrolling camera, it's very disturbing.
It's mostly visible when you use repeating features (like grid9), because on single sprites the surrounding texels are always transparent. The most usual way to see the problem is a empty one pixel line between repeating textures and also sometimes a diagonal bug where the two triangles of quad meet.
a) It only appears on certain hardware
b) Apparently it's due floating point inaccuracy on GPU level so no way of fixing the underlying problem
c) I haven't really come up with decent way to solve it
What happens in the bug (or what I think is happening), is that when the texture is sampled near the border of two texels with point filtering, not all GPUs sample it equally. Some sort of floating point inaccuracy takes place. I think there is still possibility, that I'm doing something wrong, but clearly the repro project runs differently on different hardwares.
I have reported this to Unity, but it is understandably low priority and I'd assume pretty nasty to fix.
Here you can try if your hardware can reproduce the problem: http://juhakiili.com/problem_v3/
There is a webplayer demonstrating bug and screenshots below to compare. I can repro it in my PC myself.
Total noob at Unity so this may completely be my fault. However, I imported the ragepixel package and made a sprite. When I go to click the animation strip Unity freezes.
Console is giving this error:
UnityException: Texture 'spritesheet_1' is not readable, the texture memory can not be accessed from scripts. You can make the texture readable in the Texture Import Settings.
RagePixelSpriteSheet.getPreviewImage (Int32 rowIndex, Int32 cellIndex, Int32 width, Int32 height, Boolean selected, Color selectedBorder) (at Assets/RagePixel/Code/RagePixelSpriteSheet.cs:416)
RagePixelAnimStripGUI.Refresh () (at Assets/RagePixel/Editor/RagePixelAnimStripGUI.cs:250)
RagePixelAnimStripGUI.get_animStripTexture () (at Assets/RagePixel/Editor/RagePixelAnimStripGUI.cs:36)
RagePixelSpriteEditor.HandleAnimationGUI () (at Assets/RagePixel/Editor/RagePixelSpriteEditor.cs:1153)
RagePixelSpriteEditor.OnSceneGUI () (at Assets/RagePixel/Editor/RagePixelSpriteEditor.cs:535)
System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:232)
System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115)
UnityEditor.SceneView.CallOnSceneGUI () (at /Users/builduser/buildslave/unity/build/Editor/Mono/SceneView/SceneView.cs:2001)
UnityEditor.SceneView.HandleSelectionAndOnSceneGUI () (at /Users/builduser/buildslave/unity/build/Editor/Mono/SceneView/SceneView.cs:1359)
UnityEditor.SceneView.OnGUI () (at /Users/builduser/buildslave/unity/build/Editor/Mono/SceneView/SceneView.cs:1192)
System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
Is there sction script support??
All new update features fail to work correctly unless they are used immediately after importing a new sprite. Not a huge bug, but annoying.
I tried to use "3D Text" component but it's not pixel perfect and look's bad in use with RagePixel. Could we make something to make text rendering better in orthographic perspective?
Since the last patch, I can't get them to work anymore. I've tried a few different solutions. I have to do sequence animations now. Have any idea why this might be?
I am getting this error when building to flash
Temp/StagingArea/Data/ConvertedDotNetCode/global/RagePixelRow.as(179): col: 13 Error: Call to a possibly undefined method CLIArray_Resize$1$1_TRef_Int32 through a reference with static type Class.
This was discussed on the forum but I thought it would be appropriate to have an issue to track it on github. @JuhaKiili I know you're busy working at Unity now but perhaps you could let us know how far you got. Perhaps one of us could help you out with it.
There is one big thing that needs to be done and it might be that I'm the only one who can pull it off.
I'd assume there will be more similar components like Text-component and Tilemap etc. I think all these components are going to need similar painting functionality that the Sprite component now has.
Currently all the painting code + UI is in the sprite component. I used a text component in my Ludum Dare game, but I just copy-pasted everything from the sprite -> text. This is bad. I would need to refactor big time, so that most of this code is moved to somewhere where it is reusable. This is a big maneuver, but I hope I could find some time to pull off before work starts at Unity.
-- Forum post
I made a few fixes to the editor in 6f58154 that would need to be merged.
RagePixel objects are currently not aligned with the way Unity and prefabs are meant to be working. I'm trying to investigate ways to do this better without losing any current ease of use.
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