I have mostly been reading in the last couple of days. So being on a beach and away from some of the loudness and chaotic street life of Asia provided me with some extra time to work on my Rolly Bear World Project. But I guess this is part of a trip like this, that at some point you have enough of traveling and rather go home. I’m now already 1.5 month traveling and I already got my first itches to start working again and missing “normal” life. We are pretty much relaxing on a paradise island. Just not as many tourists like in some of the other Thai Islands and the water is just stunning. If you ever visit Thailand I would recommend to visit Koh Lipe. I’m still in Koh Lipe, we did some great snorkeling and really enjoyed walking around the island. #Use physicseditor gamesalad downloadIn case you’re new to PhysicsEditor, you can download the program here: Besides the tracing, another great thing about PhysicsEditor is that you can set your properties of each individual display object. Well, this can be solved with the tracing tool of PhysicsEditor. Often images have a transparent background which determines the real “image”, but when two display objects collide we want to images to collide as there shapes and not a collision of the larger transparent backgrounds. With PhysicsEditor you can easily trace your display objects so when the object bounce with other objects in your game it looks like the object has the real shape and not some bounding box around it. game performance, the developer of TexturePacker created another program called PhysicsEditor. In my previous post I introduced TexturePacker to handle a lot of images in a simple way to improve i.e.
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