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Pawl

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Everything posted by Pawl

  1. Thanks guys! I can workaround for now but will follow up with the Unity devs. Ideally, their parser would account for this export format, considering it's a standard part of the SVG spec.
  2. I mean is there an existing export option within AD to modify the format of the generated SVG upon export? The Unity engineers will work on a better SVG importer, but for now I am unable to work around this limitation (without manually editing the generated SVG of course).
  3. I'm using Affinity Designer for Windows and exporting SVGs with gradients for use with Unity. Unfortunately, Unity's SVG importer seems to have issues with the gradients. Here is what the Unity developer said: For reference, here is the exported circle w/ gradient: <?xml version="1.0" encoding="UTF-8" standalone="no"?><!DOCTYPE svg PUBLIC "-//W3C//DTD SVG 1.1//EN" "http://www.w3.org/Graphics/SVG/1.1/DTD/svg11.dtd"><svg width="54px" height="54px" version="1.1" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" xml:space="preserve" xmlns:serif="http://www.serif.com/" style="fill-rule:evenodd;clip-rule:evenodd;stroke-linejoin:round;stroke-miterlimit:1.41421;"><path id="GradientHill" d="M0.012,26.717c0,-14.743 11.97,-26.713 26.714,-26.713c14.743,0 26.713,11.97 26.713,26.713c0,14.743 -11.97,26.713 -26.713,26.713c-14.744,0 -26.714,-11.97 -26.714,-26.713Z" style="fill:url(#_Linear1);"/><defs><linearGradient id="_Linear1" x1="0" y1="0" x2="1" y2="0" gradientUnits="userSpaceOnUse" gradientTransform="matrix(3.2714e-15,-53.4261,53.4261,3.2714e-15,26.7255,53.43)"><stop offset="0" style="stop-color:#9d9d9d;stop-opacity:1"/><stop offset="0.47" style="stop-color:#e9e9e9;stop-opacity:1"/><stop offset="1" style="stop-color:#fff;stop-opacity:1"/></linearGradient></defs></svg> Does anyone know if what he says is possible? An AD export option to force gradients to be defined earlier in the file? Thanks!
  4. Hey folks, it's been a while, but I'm still making progress (slowly). I've started to export pieces into Unity and hook up behaviors. Here's the first ever gif (the blue watergun is just for fun). Not really sure what type of game it will be yet, but taking it one step at a time. =)
  5. This is great feedback, thanks @gdenby! I agree the dotted lines are probably too small (fortunately a 30 second fix in AD) and the lava tears are also probably on the small side. I've been exporting parts of the image piecemeal and importing to Unity to see how things look in motion. The note about using caution with gradients on small objects makes sense too -- I'll have to play around with it and see how it goes.
  6. Hi Affinity folks, I just wanted to share my first "programmer art" created with Affinity Designer. I'm a software engineer by trade and have always wanted to be able to draw. Recently heard about AD and have been having a blast the past couple weeks. I find the GUI very intuitive and fun to work with (it even runs on my 2008 MacBook Pro ). Currently hoping to make a little 2D game using Unity in my evenings and weekends (we'll see how that goes). Would love feedback though -- I just finished the airplane, helicopter, and tank but would like to continue iterating on them to be less flat (perhaps with gradients?) and add more detail. (I just realized the quality of the colors isn't great in the uploaded screenshot, oh well). Thanks for looking. Paul
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