Project: Paper2D

Your suffering will start soon. :stuck_out_tongue:

need ladders and platform to jump to from below.

Hello i have a question regarding paper 2D sprites, i need to make steps that you can walk past yet step up if you press up etc. how can i make these platforms able to be passive yet able to interact with them, like say a playform i want to jump up onto and not be able to fall through from top but be able to jump up into from bottom. i am trying button trigger even and overlay though it doesnt warrant walking and without overlay it becomes a wall. how can i implement passive platform idea for laders upper platforms etc. tuts, links blueprint ideas? anything would be amazing as i have been stuck on for a few days.

apply glow material to one color of a sprite

any suggestions as to apply a glow
to areas of sprite

You’ll need to write a material function that can let you choose out colors from a texture (not tough, a quick google for that with ue4 in query should get you some good results.) once you do pick it out, you wanna then apply some material based functionality to that color which connects to emmisive so that you can give it effect of “glowing”.

Another way to do it would be to take your current texture, split it into two, one texture for glowy parts. one texture with non glowy parts. in paper2d editor you can then layer them together. (skipping part 1 of my two step process above) and then just do part 2 to glow-y texture layer.

ya i had answer 2 in back of my mind as procedurally easiest, but i did ponder script for glowing that color. thanks i did search and found it under Emmisive glow.

i found that making emissive map then bundle it into one texture was best method as it is just one texture for whole model but with an emmisive light layer for say windows or flames of a character.

great :
https://www…com/GUSAf2JQpSs

[QUOTE=XaXai;617579]
i found that making emissive map then bundle it into one texture was best method as it is just one texture for whole model but with an emmisive light layer for say windows or flames of a character.

great :GUSAf2JQpSs[/QUOTE]

Thanks, helps me out too

I’m having trouble with TileMaps in Paper2D. I get a weird stuttering effect that moves over tilemap like waves. It’s kinda hard to describe so I recorded a video of it:8ci3nccn4lQ
Unforunately stuttering isn’t as noticable in video, but ingame it is very noticable and game breaking. I also uploaded a testmap to dropbox to better illustrate:

I tried on Answerhub Paper 2D tilemap stutter in standalone or packaged - Rendering - Epic Developer Community Forums but nobody responded yet.

When playing in editor stuttering doesn’t occur. Only when playing in standalone or in a packaged game. I already tested it on 2 PCs and I really don’t know how to fix .
character and UI isn’t stuttering so I guess it must be a problem with tilemap itself. I also conditioned tilesheet texture and camera is in a distance to map, so that it looks pixel perfect.
Anyone had any similar problems with tile maps?

Hello everyone :))
I almost cried like a lil b*tch when I found out paper2d is not moving any further for a couple of months. Anyway; I’m here to ask You if You know some knowledge sources which are worth spending time on, about creating 2d game in ue4 - despite paper2d, bird game and whole documentaion ofcourse.

I’m hoping will help some devs who are using Paper2D. It doesn’t follow any standards or anything at all so it isn’t too pretty.
I made my own custom solution for lack of anim notifies for paper2d I have a function that checks for events each frame it makes sure frame has changed since last frame etc So I can have a flipbook of an transformation, attack, then revert for example and instead of having a function for each animation and splitting them up into flipbooks its just one animation with what I call frame events
http://i.imgur.com/noa94ft.png - Blueprint nodes
I don’t know how efficient is but it works almost flawlessly in my smash clone I also use same function Frame Events to check if my hitboxes are active on certain frames So it goes Get Image Index, which gives me frame as an integer then I use that in Frame Events to determine what happens on that frame int. Finally I call Frame Events from Event tick on my BASECHARACTER blueprint so that each tick its checking if your frame has changed only unfortunate thing is that I have to do a FrameEvents for each of my characters which gets a little tedious but it’s a small price to pay

HITBOXES:
I made an actor that is just a box collision. It has a Socket, DMG, Direction, KB, and a few other input parameters that I expose on spawn. hitboxes are attached to sockets on each sprite and move with players because they are attached to sockets on said characters. In my Frame Events function I mentioned above I delete hitboxes every frame animation changes. is because on each frame new hitboxes are created in same Frame Events function if frame calls for a hitbox.

I believe you had same issue as me, although I wasn’t using tilemaps. If you are still encountering it, solution can be found here: https://answers.unrealengine.com/questions/537527/bug-continuous-stuttering-in-mobile-preview-and-fp.html Let me know if that helps!

Culling and Precomputed Visibility in Paper 2D

Hey ,

I just found thread… thanks for all your great development on Paper2D! :smiley: Merge Sprites tool is fantastic, and I wanted to ask you, does one still need to set up Precomputed Visibility volumes for a 2D sidescroller on a mobile platform to take advantage of culling? Or will sprites that are off-screen automatically get culled anyway? Also, does final orientation of game’s window (portrait vs landscape) affect what camera can’t see (for example, more offscreen items can get culled in portrait orientation)? I ask because I’m using a Perspective camera with a 5 degree field of view.

Thanks so much for your insights on !

(sorry for cross post, please delete if inappropriate)

Hello! I am in planning stages of making a new commercial 2D toolkit for Unreal and would be very interested to hear about anyones current issues with Paper2D and their ideas / wishlists for future. I have started a work in progress thread here:

Offscreen sprites will be culled, but a merged sprite (assuming you are talking about a grouped sprite component) is culled or drawn as a whole unit, so you wouldn’t want to, e.g., merge all background sprites in your level into just one component. culling is frustum based, so FOV and orientation all affect frustum and therefore culling. You can use ‘freezerendering’ followed by ‘toggledebugcamera’ to lock frustum culling in place and fly around to see what is and is not being rendered at any given point, or just look at stat rhi for triangle count and number of draw calls.

Cheers,

Hey, thanks so much for that helpful info and tips! I’m sorry for late reply… I don’t think I was set up to get notifications on here. I always like to respond ASAP when people offer advice. Thank you again!

Any info about future of paper2d ? Epic Games won’t say it"s dead, but they dont say it’s alive either.

It’s been mentioned in thread and elsewhere, Paper2D is a supported part of engine that will receive bug fixes when necessary. It’s not going away, but there is no active or scheduled feature development work on it. I’ve been reviewing and accepting pull requests for new functionality as they come in, would love to see more in vein: if people have questions about architecture or how to extend things, I’d be glad to help.

Cheers,

Hello everyone,

It is my honor and pleasure to first announce our Spartan launch trailer through thread, that started it all!
It has been a long and crazy ride, but “Spartan” is finally complete and it is first ever paper2d game to be released on consoles, while running @ 1080p 60hz!

A big shout-out to man responsible for all , Mr !

We hope that you will enjoy our trailer and our game, and if you do, please spread word, support us and hopefully we can inspire more people to start using paper2d .

Thank you.

PVXH30JFwe4

Mr Micheal.

Being able to use Flipbooks in UMG (as a supported Engine feature, not a marketplace thing) and being able to change Flipbook sprites in runtime is kind of a must.

I just hope these are added as soon as possible. Thank you.

And congrtts on Trailer Rocci!

Hi people!

my 2d pixel art game demo no:2

[video]Uruz UNREAL ENGINE pixel art action platformer game demo No2 - YouTube

https://www…com/HKz8gkx6xMU

I’ve made it completely with Unreal Engine 4 with blueprint. Its still work in progress but I have playable demo. I want to share my experinces, and have some questions, I will be glad and happy if someone answer or comment;

  1. What kind of “sprite and material pipeline” should I follow I dont know… I have many 512x512 or 256x256 sprite sheets imported as textures, maybe 100. Each of them have 5-10s of small sprites. Normally in “Unity3d”, you should combine all textures and create a large texture atlas’s. Should I need that kind of thing in Ue4? Or Engine do it for me automatically…

  2. In one scene I have total of 4-5 different kind of materials. Like emissive sprite, diffuse sprite, animated textured sprite etc… Even for 4-5 material should I still need to convert them to instanced material? Does it have any cost on performance if i leave it as it is?

  3. Is there any danger of using Blueprint in all project, instead of C++? It is “hollow knight” style action/platformer game and there is no network play. My player Blueprint become very huge(see attachment), and I have many variables and events in blueprint. I tested my demo on i5 computer it works very fast. So should I still need optimization?

Thank you