I find a way to control shadows: colors, shapes, intensity. I googled it before and had found that I can use custom pass or must write shader. But it seems difficult for me. Is there way to do it in shader graph? Or I must start to study HLSL?
Could you give me a right direction how I can study it?
In the basic sense of configuring shadows, you will need to combine light casting into the scene and the Mesh Renderer. There is also a whole section in Unity in the Mesh Renderer where you can configure the lighting scale, parameters and baking vs real-time rendering. Just like real life, focus on the lighting for the shadows to be the way you want them.
Unless you mean shaders of materials, since you mentioned passing. For that, you can look on the official Unity manual.
new to AR development, just trying to get a sense of the possibilities with ARCore. Anyone know if there's a way to get the 3D location of the brightest visible point in ARCore's API. Hours of googling revealed plenty about shaders that react to environmental light, so the light's location/direction must be retrievable from somewhere in the program. I could always just find the brightest point from the 2D texture from the camera, but since ARCore is already figuring out where everything is in space for you, it seems reasonable that it could tell you where in space the brightest (ie most unique/placeable) point is. Any ideas?
So I have been looking for a way to implement SIMPLE 2D lighting into a top-down game I'm creating in MonoGame. I have searched far and wide, and have found few tutorials that help me little, if any. I simply wish to add a black overlay to my level, and then cut out the areas from the texture in which a light source would be. I am foreign to the concept of .FX files and converting them to be compatible with MonoGame. If there is some sort of way to have a "subtraction" blend mode, that would be perfect, if I only knew how to create/use it.
I'm looking to make a game that looks similar to old PS1 games with their rough edges for the rendered models. I'm just starting with Unity, coming from Game Maker, and in Game Maker you could set the width and height of the game's viewport and then upscale it, doubling each pixel's scale, essentially incrementing the render view to achieve a "scaled look". I was wondering if there was a way to do this with Unity.
If anyone has any information on this, that'd be great!
I ended up finding a script to do it for me. After much searching, I found this snippet to that accomplishes what I'm looking for.
I am going to make a game like XNA example game "Platformer1" which comes with the XNA. But I need longer levels which doesn't fit in the screen (like Super Mario levels). How can I manage this kind of level? Do I need to use a 2d camera that follows the sprite? If I do this way how can I load the level? I am a bit confused and I am not sure if I could explain my problem clearly. Hope someone can help?
The tutorial based on Platformer Starter Kit in MSDN has a step Adding a Scrolling Level which guides you through creation of longer levels. The tutorial is very detailed, I highly recommend it.
I couldn't find the tutorial in the section for XNA Game Studio 4.0, but differences should be minimal. According to the comment at the bottom of the page, all you need to change is replace
spriteBatch.Begin(SpriteBlendMode.AlphaBlend, SpriteSortMode.Immediate, SaveStateMode.None, cameraTransform);
with
spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullCounterClockwise, null, cameraTransform);
in the tutorial code.
If you want to create a side scrolling game, then I would look into parallax scrolling. A quick google/bing will help you find lots of tutorials. Also, another useful tip is to search YouTube for XNA videos has we a lot of posters share their source code .
Here is a link to Microsofts Parallax Scrolling.
Sounds like you have a few problems ahead of you.
But I need longer levels which doest'n fit in the screen(like super mario levels). How can I manage this kind of levels.
There are several ways to do this, but a fairly easy way would be to have a 2d array (or sparse array, depending on how large your levels are) of a class named Tile that stores info about the tile image, animation, ...whatever.
Yes, you'll probably want a "camera". This can be as simple as only drawing a certain range of that array or a more featured camera that uses transforms to zoom out and translate across your level.
Hopefully this will help get you started.
I've done a decent amount of work in XNA, and from my experience, there are 2 ways to draw a 2D scene:
1) Strictly 2D. This method is much easier, but has a few limitations. There is no "camera" per se, what you do is move everything underneath the fixed 2D "camera". I say "camera" in quotes because the camera is fixed (as far as I know). The upside is that it's easy, the downside is that you can't easily zoom in or out or do other camera effects.
2) 2D in 3D. Set up a 3D world with a 2D plane. This is more flexible, but is also more challenging to work with because you will need to set up a 3D world and 3D camera. If this is your first attempt with making a game, I would highly recommend against this method.
I'm really only familiar with the strictly 2D method, and you would want a list of map objects that have a 2D coordinate. You would also want to store which section of the map you are looking at, I do this with a Rectangle or Vector2 that stores this. This value would move forward as the character moves. You can then take your 2D map objects' coordinate and subtract the (X,Y) of the top-left of what you are looking at to determine an object's screen position. So:
float screenX = myMapObject.X - focusPoint.X;
float screenY = myMapObject.Y - focusPoint.Y;
An other thing to note, use floats or Vector2/3 to store locations, you may not think it's required now, but it will be down the line.
It might be overkill, but my SF project uses XNA to draw a Strictly 2D scene that you can move around: http://sourceforge.net/projects/asteroidoutpost/
I hope this helps.
Have a look at Nick Gravelyns tutorials. They helped me tonne when I was first starting out - Really really worth a look for learning a lot on 2D games.
All the videos are now on youtube here