RMSmartShape2D

An asset by remorse107
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remorse107
RMSmartShape2D

Create levels using graphics similar to tilesets but with the ability to easily shape the contour of platforms and break away from the square tile look.

Supported Engine Version
3.2
Version String
1.2
License Version
MIT
Support Level
community
Modified Date
4 years ago
Git URL
Issue URL

RMSmartShape2D

README sample image

About

This plugin, currently aimed at the Godot Game Engine 3.1+, provides the ability create non-uniform shaped objects using assets very similar to what you would use if producing your levels with tilesets.

Shape Materials

Shape materials, known as RMSmartShapeMaterial, provides all the texture and collision information needed by the RMSmartShape2D node. The shape material focuses on rendering of the non-uniform shape as if it was a nine-patch image (including sharp 90-degree corners!). Once a shape material is defined, it can be easily reused by any number of RMSmartShape2D nodes.

Rendering the Shape Material

In order to show your fancy shape material you must first create a RMSmartShape2D node. Then do the following two things:

  1. Assign the material to the Shape Material property of the node.
  2. Plot your points within the editor to represent your shape.

Anchoring Nodes to Sections of the Shape Node

You might have a desire to anchor nodes to various sections of the RMSmartShape2D node. This is helpful in the level design by helping to automatically move other nodes in relation to the edited shape node. Or, in the future, it might be useful adjust a shape dynamically and have the surrounding objects be affected by adjustments in the shape's contour.

This is done by use of the RMSmartShapeAnchor2D node.

Keyboard Controls

  • Cycle through texture indices of a vertex

    • Mouseover a vertex and MOUSEWHEEL up or down to increment / decrement the texture index
  • Flip texture

    • Mouseover a vertex and press SPACE
  • Move Edge

    • While in MOVE mode, mouseover an edge, hold SHIFT, then click and drag to move the two points that makeup the edge
  • Add Bezier curve

    • Mouseover a vertex, hold SHIFT, then click and drag to create control points on the vertex
  • Change texture width property

    • Mouseover a vertex, hold SHIFT, then MOUSEWHEEL up or down to increment / decrement the texture width

Contibuting

If you have any suggestions, feel free to add an issue. Please include the following three bits of information in each issue posted:

  • Bug / Enhancement / Suggestion
  • Godot Version
  • RMSMartshape Version

Version History

Changes in 1.2

Tweaks

  • Refactoring
  • Toolbar takes less space
  • Minor bug fixes

New Features

  • Bezier Curves!
    • Hold shift on a control point to create a curve
  • Corner Quads!
    • Both inner and outer corner quads are now generated
    • Textures can be speciied for each direction of both inner and outer quads
  • Edge Moving!
    • Can move an edge (two points) by pressing SHIFT in move mode and dragging the edge

Changes in 1.1

  • Refactoring

  • Fixed Errors Occuring when Texture Arrays are size '0' but not null

  • Fixed sync between texture, flip, and width indicies

    • Would sometimes share a single array between the 3 vars
    • Are all unique now
  • Snapping

  • More informative toolbar

Changes in 1.0

  • Fixed many debug errors reported related to indexing beyond array sizes
  • Fixed control point wrapping of RMSmartShapeAnchor2D nodes anchored to RMSmartShape2D nodes.
  • Tested on newly released 3.2 Godot.

Changes in 0.91

  • Edges are calculated in relationship to object space instead of screen space
  • Added option to allow user to let the object recalculate edges based on screen space.
  • Fixed uv calculations for flipped textures.
  • Fixed uv bug for edge sections less than half the size of texture width
  • Added option to allow for a RMSmartShapeAnchor to mimic scale of monitored node
  • Removed sections of code related to clockwise versus clockwise checks, very specifically regarding the direction of texture edges.
  • Corrected normal texture bug for fill and edge rendering

Create levels using graphics similar to tilesets but with the ability to easily shape the contour of platforms and break away from the square tile look.

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Quick Information

0 ratings
RMSmartShape2D icon image
remorse107
RMSmartShape2D

Create levels using graphics similar to tilesets but with the ability to easily shape the contour of platforms and break away from the square tile look.

Supported Engine Version
3.2
Version String
1.2
License Version
MIT
Support Level
community
Modified Date
4 years ago
Git URL
Issue URL

Open Source

Released under the AGPLv3 license

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Browse assets directly from Godot

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