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I have two actions that I built. They have worked fine for the past several months to a year.. Now all of a sudden the action will not work when run on a batch but it will work when run on a single photo. any ideas? I'm not even sure where to begin to start trouble shooting this problem.
Thank you!!
Hello!
I am currently working on a school project and we need to unwrap it in a way so that we can get the most out of our textures. However the workflow I have now is very slow.
What I need to do is give each Square face their own UV space. When I use normalize (Under Edit UVs) I get a perfect face unwrapped in the 0 to 1 space, however when it comes to triangulated faces it gets messy. Then my workflow has to change into - Planer mapping Y - Unfold it to remove some stretching and then fit it (by hand) in the 0 to 1 UV space.
Does anyone know a better way of doing this? (My teacher spoke about a script however I haven't been able to find one and my Python nor Mel is good enough to create such script :c)
It would be create if someone could help me with this, it'll be a time saver for sure.
Thanks!
I've placed an image on the stage. This image is supposed to be a background. I've scaled this image up so it is definitely covers entire stage. When I test it in browser there are white margins on both left and right side of this image, that is, the image doesn't fill entire web. Could anyone please tell me how to fix it?
I posted the below question in the InDesign section as I'm using INDD to generate the SWF file to run in Flash. Nobody in InDesign has addressed. I'm wondering if I'm able to get the timeout function I'm looking for to work in an InDesign-generated SWF file or MUST I bring this into Flash.
I'm fairly new to Flash for Indd , but been using Indd for years. I have a SWF I've built, a simple page flip interactive Based on multistage objects and buttons. The doc is three pages. The first is the "attract screen" that invites users to it and gives a little information. It's the page I want the SWF to return to after 3 minutes of inactivity on page 2-3. Page two and three have the multistate objects and all the content of the interactive.
I'm having trouble figuring out how to have the SWF return to page one on its own.
Since installing Photoshop CC, I cannot associate jpg's or psd's with Photoshop CC. I have used the "open with..." dialog box (something I have done a million times, so I know what I'm doing), but after choosing Photoshop, it does not appear in the list of recommended or other programs and will not open the jpg or psd file in Photoshop.
FYI, I installed Photoshop CC while Photoshop CS6 was still on my computer. I then deinstalled Photoshop CS6 and that is when I noticed the problem.
How do I open and use adobe AIR gaming sdk?
how to duplicate multiple Photoshop layers (hundreds of them!) so that each layer is below its copy, i.e. rather than all the copies being in one group and the original in the other (as normal)? Hope this posted in correct forum. Would be grateful of any advice.
E.g. from this:
layer4
layer3
layer2
layer1
Duplicated to this:
layer4 copy
layer4
layer3 copy
layer3
layer2 copy
layer2
layer1 copy
layer1
Rather than this:
layer4 copy
layer3 copy
layer2 copy
layer1 copy
layer4
layer3
layer2
layer1
Hello! I'm working on an old-school-inspired game in my free time. It is to be an HTML5 game with all the backend and graphics done by me. I have some decent experience with both sides, so getting a prototype going shouldn't be too difficult. That said, I've run into a bit of a dilemma.
My terrain is all procedurally generated tiles, and I would like to have elevation figure into things. Something simple, like a limited range of 8 possible heights, is what I'm looking for.
However, I also am trying to keep a very "old-school" style of graphics.
Ideally, I'd like for my game to look and feel similar to an old Zelda or Pokemon title. (3/4 view) But this creates a lot of problems. I can't seem to find a pre-made tileset online that even begins to look correct with terrain height applied. I know that usually this is done the same way as grass region meeting up with a sand region, wherein you have special "edge" tiles. But I can't seem to make that work with more than 2 distinct levels of terrain, plus it would be thousands and thousands of possible transition types (grass meets grass 1 level above, grass meets grass 2 levels above, grass meets sand 1 level above, etc etc etc). This is not to mention the further-along programmatic problems of occlusion and pathfinding and such. (Most of which I would solve by allowing 90 degree rotations of the world)
As a secondary option, I would consider what is commonly called an "isometric" perspective for my game. That has a lot of problems of its own though. I do not like the typical "iso terrain," many games have used. (Example: http://i.stack.imgur.com/rzqj8.jpg) It seems too programmatic in nature. And while the "minecraft-style" of depicting each tile as a block has an appeal, I'd need way more terrain levels and such to provide any fidelity. Also, this style is not my strong suit, drawing wise.
So with all of that in mind, I'm a little stuck. I'd really like to find a middle ground, somewhere between an "Isometric minecraft" and Zelda, where rock walls are basically just a tile type and do not actually indicate height. I'd also really like to keep my 3/4 perspective. Something like this imagehttp://www.fondusis.com/images/dev/FondusisFringe2.png. Though if you know Tiled or any such editor you will realize this is basically a grid of paint-by-numbers, i really need to be able to rotate, and view these hills from the other side. But when I set out to create art for this, it all goes to hell.
Any experiences dealing with art assets of this type, or anything related, will be helpful. Just trying to wrap my head around this problem! Thanks for your time!!
这个游戏大家应该玩过吧?
有几个不同形状的元素
如果一行出现连续的三个,四个,五个元素
或者交叉出现三个,四个,五个元素组成的T,L形状
都可以消除这些元素。
当元素被消除以后,元素上方的元素下落,并生成新的元素填充空白。
问题:
如果是你,如何根据难度,生成相应的元素
要求
初始化的时候,不可以有元素被消除
当元素被消除以后,总是会出现可被消除的组合,不能出现死局