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Discussion in 'Assets and Asset Store' started by keely, Jan 3, 2012.
Can I give you money now?
Awesome! I know I plan on testing RagePixel if possible.
Not been programming much for the past few months and I've been following the progress of this via Twitter. I've been bitten by the bug to get back in to Unity thanks to you!
Can your next project help me with my creativity?
Little bit of alcohol always helps me. Proof.
The screenshot taken with Samsung Galaxy Note (1280x800). It's 16:10, yours is 15:9.
I guess one needs to check the resolution/ratio and apply correct values to camera. Luckily with RagePixelCamera this is going to be easy. Assuming from the arrows flying, the game did function properly.
Tested ragezombies on my xoom, functioned fine in game, there was a 5-10 pixel blue stripe running down the left side, probably the ratio thing.
Scene view GUI
Sprite sheet editor window
This is looking absolutely amazing, i can't wait!
Final twist for the logo.
Almost done with the coding. Crunching the documentation as we speak. My friend is hammering the website html. Things look promising for the Sunday launch.
Can't wait to use it
Sunday release is going to kill me, all I'll want to do is take the Monday (&Tuesday&Wednesday etc) off work to use it!
I'm glad it's so close to release though, if its anything like RageSpline it'll be brilliant!
I have set up a dedicated RagePixel forum at:
I have never installed phpBB or administered one before, so I would appreciate if someone tested that the registration works.
Seems to work ok. Can't wait...
Works ok for me also.
Thanks for testing everyone!
This is really excellent work, I'm looking forward to giving it a blast. Good stuff keely, keep it up.
RageZombie: 12 score! with a 2 zombies, 1 arrow moment.
I'm building the docs here if you wan't to sneak-a-peek
Can i make a small suggestion Keely?
Could the pen size also be scaled using the [ and ] keys? Much like Photoshop does and Zbrush?
I plan to use my tablet with this and those keys are easier to reach on a keyboard when scaling the brush size than using 1, 2, 3.
edit: btw. How does tablet work with mouse driven stuff? This is some kind of voodoo to me.
edit2: I can't seem to be able to test brackets with Windows keyboard so I'm just going to leave that code there and hope it works
It's all done in the tablet drivers. From my understanding with my Wacom, is that the driver will move the mouse position to the new screen coordinates when you lift and place the pen. The computer doesnt "see" the mouse move from x,y to the new position in a smooth trail like it would with a mouse. It just jumps to that new coordinate and moves from there.
Theres going to be APIs for developers to dip into to get more advance info, like pen pressure, angle etc. But for moving and clicking, the driver will map that all to standard mouse events.
Hey keely, I've been mucking about with a plugin to get wacom data on my mac if you're interested I can link you to the post I made, pressure,angle, blah blah blah.
Pixelart stuff is pretty on/off binary drawing so not sure how I would use pressure/angle, but maybe there could use-cases.
And I could think some uses in RageSpline too. I'm going to buy me a Wacom or similar in the near future anyways.
Sounds reasonable. I was a afraid that I would need to make some kind of support for it.
That'd be tight if you could set up pen pressure with the opacity of the pixels. Although, pixel painting is usually more precise, so I wouldn't worry about it for now.
Thanks again for adding in the [ ].
here keely, I can send you the Xcode project if you'd like but that blog post made by reigndesign got me up and running.
Though note that this does not work in the editor for me! (so I'm not sure how useful this is for you)
Seems to be unusable for me now, because of what Dreamora said. Can't be run in the editor
Kind of weird that Unity doesn't have (additional) input support for equipment like this. Don't the animators or whatever love this kind of workflow?
Maybe their use is more "niche" in an game engine editor than I though. Or maybe it's technically challenging to implement for multi-platform? Doesn't have a standard yet? Would make sense to make that input available and let people extend it to awesome things.
Had some serious disk problems with the ragepixel.com web provider, which almost ruined the launch today.
Still 6 hours left of Sunday (where I live) so plenty of time .
What! I have to wait that long! I don't know if I can make it till then haha
That sounds frustrating! But it's still the morning where I'm at, so I've got plenty of time. Just make sure you don't go to sleep before you've launched. j/k
I'm very excited for this. I think it's going to be a huge help in the 2D game department. Great work keely.
Tried it out briefly, but about to head to bed. Just a quick question.
I assume that the following 2 lines of code are a necessity in order to animate the sprites within unity.
private IRagePixel ragePixel;
ragePixel = GetComponent<RagePixelSprite>();
Was just wondering if that is true?
Apart from that question, the app (asset?) is absolutely fantastic and a very very welcome addition.
Well actually if you set "play on awake" and maybe choose a looping type, you can get something animated without any code. Think about a grass blade swinging in the wind or something like that.
But anything interactive like walking and jumping, you have to have that sort of code. However, you don't absolutely HAVE TO use the IRagePixel interface. You can also stick your nose straight into the RagePixelSprite-class, but I'm not sure you gain anything like that.
Exactly why are you asking this? Do you have some kind of problem or would like to have another kind of approach?
No, no problems at all, everything is working great and that's a perfectly fine approach. Was just checking that it was needed to use the animation commands, so I know whether to include it or not
Cheers for the speedy response
I'm getting a script error immediately after importing the package...says " The type of namespace 'Color32' could not be found. Are you missing a using directive or assembly reference?"
Ah I think I noticed why it doesn't show up in my menus now...says it requires 3.5 and I am running 3.3 version....dang that sucks.
I had to take down the RagePixel forums now. The spambots won
If you have experience of setting up phpBB spam free and are willing to help, please contact me firstname.lastname@example.org
You may be able to stop the spam with a captcha or something at the time of registering.
Also, I have been playing around with RagePixel and I absolutely love it and I'm thinking of picking up RageSpling. However, in RagePixel I'm curious how you did the arrow collision in the time lapse, was it with unity's built in detection or did you code it yourself. Right now I'm coding it myself, but I'm getting stuck fairly often since I'm still new to scripting.
I tried all the captchas available. I think I'm trying some kind of custom Q&A style check for every posting next.
I used standard Unity physics and box colliders in the RageZombies. Not perfect for 2D, but in that case it was good enough.
Thanks got it working
Next to learn procedural generation! (right now just picking a random number between 0 and 8 and if it's 1 it draws a block)
Also, from what I have been reading
http://www.phpbb.com/customise/db/mod/keycaptcha/ seems like a good way to stop spam bots from registering (and you make some money too). I used to run a forum a few years ago and upon registering we had them answer a simple Q&A style question and it seemed to keep the spam bots out fairly well. Right now I have a small forum with only 86 users and I haven't seen a single spam bot (using a free forum host now though) using http://www.forumotion.com/ as the forum host in case you are intrested.
The transform panel seems to be default, it doesn't modify itself to the one that is used by ragepixel. Any ideas?
Also, love ragepixel. Do you happen to know how to fix the black spacing? (Those are my only two problems!)
Shame about the dedicated RagePixel forum, hopefully you can figure something out to keep out the spammers.
At least there's an active thread here to discuss things.
I've been playing around with the RagePixel add-on for the last week and a half, and have been enjoying it. It's a simple but powerful tool, and it's fun to get back into the 2D sprite realm after spending most of my time doing 3D things in Unity.
I guess this is as good a place as any to exhibit the results of my weekend codefest: http://www.omnivorousgaming.com/games/PixelTest.html
It's not a fully functional game by any means, but I'm hoping to use this as the basis for something bigger in a truly old-school feel. Mostly I was working on things I felt would be important infrastructure elements to something bigger, expanding from what I found on the RagePixel site.
controls for my demo:
arrow keys control the character sprite (thanks for the Walking Animation Demo!)
spacebar cycles through a set of tests I did on making a textbox control system (can manage multiple textboxes, add/delete/clear lines or whole boxes) using sprites - each textbox has a background sprite, and every letter is another sprite (using a single spritemap for the font, with each frame corresponding to an ASCII character)
number keys 0 - 5 will change the background. This is a tile-based background system (15 x 10 tiles per room), where every tile is a sprite and the room tilemap is pre-defined.
Next up is to work on a collider system to check when my friendly little slime character hits something or finds the edge of the screen.
And then to populate the rooms with items, monsters and NPCs. But that's still a little ways out. Dragon Warrior inspired Legend of Zelda style tribute games don't happen overnight
Ive used RagePixel in my LD#23 Entry!
Check it out here:
Thanks Keely! Though I used it in a way that was completely unintended (Perspective Camera) so I felt like I was constantly arguing with it =).
Cool! How did you combine RagePixel with that perspective camera? Two cameras?
Here is my LD23 entry: Copulous.
Ludum Dare: http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=11502
No, I just had a scene for making the pixel art, and disabled the RagePixelCamera completely on the proper game scene.
I will definitely invest in your other products when I get the chance!
My biggest struggle with RagePixel was the lack of copy and paste of pixels (Understandable) and the lack of Duplicate for a whole sprite.
PD: Just rated your game =)
You can copy-paste pixels in select-mode with ctrl-alt-C and ctrl-alt-V. Or did I misunderstand?
Thanks! I'll return the favor soon.
Wow, I must have done something wrong with the select tool =P, nevermind that.
I will publish the Post-Mortem soon where I credit RagePixel again (I first mentioned it on my intent-to-participate post) and provide a link to it. Or do you want me to link your personal website instead?