Texture Packer, and Physics Editor, as well as using the Swift/ Sprite builder. You can generate textures on the fly using SpriteKit's SKView's textureFromNode method, for example. One option is to overlay a texture that has a blend mode of Multiply set to it over your tiles. Develop games for iOS and Android using Cocos2d with the aid of over 70. To get a result as highlighted in your question - assuming the viewable area is dynamic, you would need to generate such a texture on the fly - fill it with white tiles for areas you want to be visible, and dark tiles for areas you want to shade out. Here's an online demo you can check out, where this concept is taken even further for more effects. A new feature since Cocos2d-x v3.1 is support for 3D models (in your 2D game), not only this but support for skeleton animations is included too This awesome feature allows for impressive characters in your game along with easier, more fluid and realistic animations. Let's create some shapes manually before doing it all automatically. Supports 3D models with skeleton animation. Now drag & drop your sprites on the left panel. Choose it from the Exporter settings in the top right panel. This texture (in SpriteKit) is added to a SKSpriteNode on top of everything else it's z-position is the highest in the scene. After installing PhysicsEditor you'll first have to choose the framework you want to develop with which is of course cocos2d-x. The information is stored in a data file that contain the name of the sprites, the coordinates and pivot points (if supported by the frameworks). PhysicsEditor is a tool to create the (collision) shapes of physics bodies from images. You can load these sprite sheets into all current game development frameworks (LibGDX, Cocos2d-x, SpriteKit, Unity. TexturePacker (texture atlas), PhysicsEditor (physics collision shapes), Particle Designer (particle effects). There's a darkened area (like a fog) that represents the limits of the 'field of view' - to the effect that you would not see any enemy characters in the fog. It also allows editing of the physics world. Learn Sprite Kit for iOS Game Development. How to implement 'Fog of War' in SpriteKit or Cocos2D Take a look at the image below from the game Warcraft 2. LevelHelper is an editing tool to design your game visually. Both create a single large texture from individual images. Here is a sample of what you would see if you have a texture that is white in the center and has a circular gradient fill that eventually becomes dark gray. SpriteHelper is essentially the same tool as TexturePacker. Multiply blend mode will darken all the black areas and the white areas would remain unaffected. The overlay texture would be almost black (dark shades of grey) all around, except for the area you want to be fully visible, which would be white. One option is to overlay a texture that has a blend mode of Multiply set to it over your tiles.
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