Project: Paper2D

I’m quite sure you are ahead and I’m happy for every bug and limitation you report so I hopefully won’t have to experience them myself.

I noticed if I make one of my sprites a translucent material, it always gets put behind masked sprites regardless of Y axis order. I’m not sure if is same issue you might be having…

, you may be right about , at least in my situation. I tested out - when my material is translucent (and only true for type), ordering of sprites appear to be based on how close it is to camera. Of course, being orthogonal closest to camera in case is being closer to center of screen. So when my sprites are closer to center of screen, they show on top regardless of their Y values. I’m sure there’s a good reason for it, but why only Translucent materials? And regardless , really needs a fix, I hope guys at Unreal can make something happen :).

Thank you alldogsgotoheaven,wish you had replied earlier since I eventually figured out by myself and reported it a few posts back.It would had saved me a lot of time.

You’re welcome!
What are your conditions for going down? trick is finding right conditions for turning collision off and on.
A few 2D games I can think of require player to press down when they’re on a platform they can descend down through.
Or maybe you’d need to hit a switch?
At very least, I would probably add a trigger on top of platform. If player is touching it and presses down, then turn collision off until head socket is below platform.Something like that.

If you want something you can fall through but not jump up through, then you need to put socket on top of characters and switch comparison from greater than to less than.

If you want to do Left/Right, look at whichever axis player is moving along. If +X is going right and -X is going left, you’ll need to compare X instead of Z.

Hello ,
i have a question to ask.Is something programed in player movement component and way it does ground checks that prohibits capsule from leaving ground, if i apply velocity when gravity is zero?Let me try to further explain. If i set gravity to zero and launch character even by one pixel above floor then i can freely move him around Z Axis by adding directional velocity depending where my thumbstick is.But if he is touching floor nothing of above works .So there must be something in there that is blocking it from leaving ground.Any ideas?

Currently if character is walking, they ignore any direct outside changes in Z velocity and “stick” to floor. If you use LaunchCharacter(), or set movement mode to falling first and then change velocity, or use AddForce()/AddImpulse(), those will send character up. We may change behavior, but is how it is right now.

(Also please start a new thread in future in more general forums if possible, since is not just a Paper2D issue.)

Hi all,

is there a tutorial to make a top/down 2d game?

…and If someone can help me with it would be great.

Thank you for your help. :wink:

Please forgive me for posting here but i thought that it might be a paper2d issue since we have Y Axis as Z axis and caused problem.I would like to request if possible for an option to Enable/Disable , since it is something that is a used lot in 2d games(overlapping a ladder for example from ground,trying to go up),and by using LaunchCharacter command(or AddForce()/AddImpulse()) sometimes we create more problems than we solve(when for example you try to get off a ladder on platform above, and system thinks that you are on ground and it launches you again) especially on a non physics 2d game.

double click to your Texture go under texture/filter and chose bil-linear or tri-linear.If does not work show me a pic with all your texture and sprite setting and and i will do my best to help you.

Thank you for your help, but there is always some differences between two images.

OK,lets see what we can do about it!

First of all set your X and Y tiling method from wrap to clamp.sometimes it gets rid off some artifacts.
Now open your sprite/s that are part of texture either one by one or all of them through property matrix.Now in Sprite Editor, change Default Material to TranslucentUnlitSpriteMaterial. If you don’t see that option in drop-down, go to View Options and enable Show Content. By default, is set to MaskedUnlitSpriteMaterial, which won’t show alpha correctly.
Now everything should look normal but you just opened another can of worms.Just see here.Flipbook TranslucentUnlitSpriteMaterial bug - Asset Creation - Epic Developer Community Forums

and here

plus another one that i will report eventually and has to do with artifacts that texture system adds to sprites.

Welcome to Paper2d community buddy. :slight_smile:

thank you for your help. :wink:

maybe I have done something wrong, but I still see differences.

The ‘play’ sprite is part of a flipbook?If yes then that is reason.

If you read carefully my first unswerhub link you will see that right now flipbooks do not take account changes you made to sprite. will be fixed in 4.5 though.

yes :rolleyes:

So for moment maybe is better that I don’t use paper2D.

Thank you for your help :wink:

Hi,

May I ask to add some getters to PaperSprite in editor mode?

There is a helper for bRotatedInSourceImage but there is not one for bTrimmedInSourceImage. I need it because I want to set custom pivot points in editor with a I’m developing.

bool IsTrimmedInSourceImage() const { return bTrimmedInSourceImage; }

I would need also getters for OriginInSourceImageBeforeTrimming and SourceImageDimensionBeforeTrimming, something like

**FVector2D GetSourceSizeBeforeTrimming() const { return SourceImageDimensionBeforeTrimming; }
FVector2D GetSourceOriginBeforeTrimming() const { return OriginInSourceImageBeforeTrimming; }
**
I would make a merge request but right now I have my code at SVN instead of :stuck_out_tongue:

thanks!

Have you turned of anti aliasing? (You might have told us already, haven’t followed discussion closely.)

ooops :o

now it looks better.
There is also a little problem with transparency, but now I know that I have to wait 4.5.

thank you again for yours help :wink:

Hello!

Does anyone know if there is a way to stop a flipbook from constantly animating inside components tab? Right now i made a BP with 4 flipbooks in it and it is like blueprint is having a disco party in my eyes!

Ideally we could choose which frame to display from flipbook while it is not animating in case first few frames are smaller or bigger than rest in case we need to align something

You have to deactivate “real-time thumbnails” from “view options”