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DirePixel

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A member registered Sep 02, 2018 · View creator page →

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No I haven't seen that. The update is made in LateUpdate so it is done prior to the next frame after the current frame has already been drawn. Are you perhaps targeting high frame rates with your project and the code isn't optimized enough to keep up? I haven't tested the build on games running say, at 240 FPS...

Not a problem, glad you enjoy it. :)

Yeah that would be a Unity limitation if I am understanding correctly. Just to be sure I would retrace your steps. If you switch back to the Unity default sprite-shader material, does the mask work? If not it might be your implementation of the mask, otherwise I'm sure it's nothing that can't be fixed. It usually can with a little bit of Googling or reaching out to the community through their Discord or forums.

So this really depends on how you are managing your spritesheets. I personally find it easiest to merge  p1, p2, p3, p4, etc. into a single spritesheet. If you don't follow that method then you really need to follow 2 steps.

1) You need to call the SetTexture method of every PaperDoll script on the character to change to the appropriate directory where your combat sprites are located. 

2) Then you would need to call a SetTexture on your tool A / tool B folders to change to the appropriate tool, directory, etc. before finally enabling your tool layer(s) until the end of the animation before disabling them again. 

However, if you merge the different animations into a single spritesheet you can forgo step 1 and move on with step 2. How you use the paperdoll is really up to you, it isn't meant to be a end all be all solution, and will in the end still require some problem solving on your part to incorporate it into your own project the way you need it.  Using the weapons/tools requires quite a bit of finesse and micromanagement that extends beyond PaperDoll.

P.S. - It should be worth pointing out that due to the unique usage of the tool spritesheets, these layers will likely not be part of the paperdoll as children, and instead will simply be a GameObject containing a SpriteRenderer and Animator component attached to the character that you then hide/unhide the tool and call the needed animation as appropriate. 

Thank you, I appreciate that. Let me know if you have any other issues!

Sorry I was at a memorial celebration for my father the last few weeks. But you are correct you would have to change the paperdoll directory during runtime.

From the other character sheet? You mean farmer base sprites?

Very cool! Well I'd love to see the finished product so keep me in the loop!

Doesn't it though? I love it personally. I have another asset I never released that creates scriptable object variables and events that makes things so easy. Id say that's probably my #1 tool for development.

Unfortunately yes. I can get working on an updated set of shaders that already has that done, but I'm out of town for a family event for the next few weeks. So it will be a bit before I get started.

Your sprites need to be in the resources folder. So take that Character folder and move it into a folder called Resources. Don't change the path on paper doll script, you've got that set perfect.

Yes, and not just that but you also need to have the same number of sprites in all your spritesheets. So if for example, you have a tool renderer, and there is a frame where that tool does not need to be rendered because the character would be standing in front of it for example (if facing up). You still need to slice the sprite for that empty sprite regardless. If that makes sense :P Glad you got it figured out though!

Hey, sorry you're having so much trouble with it. We can do a Zoom if you would find that helpful and I can walk you through it. E-mail me at bluemanafox@gmail.com if you're interested, otherwise I can try to help you here but without having my eyeballs on it I don't know how much help I'll be.

Could we get a pickup animation?

It can be easily tailored to use the farmer sprite system. It was originally designed for Mana Seed's first character base, so the preconfigured options may not work. You would have to have a very basic knowledge of creating materials from shaders and using ShaderGraph. After that you can  generate and configure materials in just a few minutes. I use this with the farmer base myself, with just a few tweaks.

Hello, I just bought all your assets in a mega bundle. I am not seeing the light cookie anywhere, or any of the screen effects like in the Atlantis tileset. Do you not include these?

I wish I could do that for you. Unfortunately, I'm not a shader writer, this was only possible thanks to experimentation and Unity ShaderGraph's user friendly approach.

Glad you like it! Always appreciate the atta boys :)

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Any information you find to be relevant would be helpful, including sizes. But mostly I want it for knowing what frame an expression starts and when it ends. Thanks so much for doing this!

Ah, sorry I'm posting this to the wrong product. I meant the facial animations for your Sproutland GUI pack 😁

I'll send them since there isn't an update for this out yet.

Could you provide a frame guide to assist with creating the facial animations?

Hello! Great asset btw, but in the later versions of Unity (mine 2022.3.13f1) they include 2D extras and won't allow you to remove it due to dependencies. If you import this it generates duplicate script errors and you can't use the pre-generated Unity rule tiles that you included. If you try to pick through and remove the duplicates included in your asset, by the time you get to no warnings or errors, the included rule tiles no longer function. If you cannot resolve this can you at least provide a rule tile setup guide to recreate them?

Hello, the watering animation is missing from the premium set. Thought you'd like to know! Also, do you plan to do an attack animation?

Are these compatible with the new Farmer Base?

It will work for your own spritesheets as well!

Do you take on commissions? I would very much like to commission a cooking station and tailoring station. Please let me know, thanks!

Could you share the full level designs you've made? I really like your design style and am curious about some of the map features not shown in the screenshot. Do you have a tiled file you can put in the packs or anything?

I would be very interested to learn how you did the starfield, particularly, the warping effect. It doesn't seem to be included in the assets.

Seliel has released a great number of art assets that I am trying to supply multiple tools to ease the management of. I haven't gotten to all of them in their totality yet, unfortunately that would include the unsupported files at this time.

Thank you for making me aware of this! I am currently out of town on a family emergency so I do not have access to the source files. But I will work on this once I get home in a few weeks! I apologize for the delay!

Correct. /4har without the ending slash means a file beginning with 4har. The final slash in /4har/ tells the script it is a folder, not a file. It then looks for the name of the attached texture2d in that folder. Forgetting that final / is a no go

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The shaders are built for 2D URP only unfortunately. I apologize for the misunderstanding, i should have been more specific in my post.

This is a curious error as it seems to indicate the method GetSourceTextureWidthAndHeight does not exist, or the call to this method has been modified beyond the code I originally wrote. Did you change the code? And what version of Unity are you running?

Yes, but I want to make sure you have a smooth experience if you choose to purchase. If you do purchase, let me know how those scripts work for you, I may update Paper Doll to include them. I know my opinion may be biased, but for an asset like Mana Seed, this paper doll will make your life a million times easier.  Mana Seed is almost unwieldly without it lol, which is why I made it. All the tools I've made I consider essential to stress free Mana Seed game development (Mana Seed Shaders for Unity, Paper Doll, Mana Seed Tools). Together, these tools are a power house. I wish you the best of luck and thank you for your consideration. :)

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This is a tricky situation, you are both correct and incorrect. So, essentially look at it this way, the Paper Doll is using the frame numbers of the base animation (the character). Since there are no breaks in the base animation, this would require some creativity on your part to achieve in terms of extending the base spritesheet to allow for your scenario to play out. In the end, I feel it would be a dramatic waste of time and resources on your part to achieve. Instead, I would suggest a much simpler solution to approaching the problem, that being a scripted animation helper. Put in animation events at the points where the object must be rendered in front or changed to render behind again. Have a script on your TLA & TLB layers that accept these events and change the sorting layer or Y position of the renderer accordingly (if using custom sort order of (0, 1, 0) on your render pipeline - recommended).  But still, use Paper Doll for all the layers, including tool a & b as normal!

I haven't double-checked these scripts, I just wrote them for you in pastebin. So they might require some tweaking. Give these a try to resolve your issue. Hope this helps!

CharacterAnimationHelper.cs

ToolRendererHelper.cs

So with these, just attached CharacterAnimationHelper to your BaseRenderer. Point the animation events in your animation at the OnRenderToolABehind. OnRenderToolBBehind, OnRenderToolAFront, and RenderToolBFront. Then you'll attach ToolRendererHelper to both Tool A & Tool B layers. Lastly, with your Base Layer selected, point the Unity Events firing from the Character Animation Helper script to your Tool A & Tool B layer as appropriate. Again, you may have to adjust the scripts a little for syntax and logical errors, but they are very simple scripts so even a rookie could handle it. :)

Alright, I figured it out. The problem isn't with the tool, it's the layout of your output folder. In your output folder you MUST have the folders 0bot, 1out, 2clo, 3fac, 4har, 5hat, 6tla, and 7tlb. If you remove those folders it will generate this error upon trying to save the packed image file. The layout of your input folder doesn't matter, you can use the original file structure included in Seliel's zip files, or throw just the .png files in there and it will work just fine. But in the output folder, you MUST have those folders present that I mentioned.

Hmm interesting, I am getting the same problem. And it wasn't doing this before, nor has the source code for the packer been updated.  I wonder if maybe a code library for .NET was updated?  I'll have to do some research and look further into this.  Thanks for letting me know!

I'll definitely keep that in mind going forward. :)

Thank you for the heads up! I'll push out a build to fix this right away!