Orthello 2D Framework - 100% FREE

‘Orthello’ the 100% Free 2D development Framework for Unity.
Create your 2D games and applications using sprites, sprite sheets and animations.

For FREE…

Some functionality of the framework:

  • Simple Image Sprites**, Animating Sprites, 9Scaled Sprites, Gradient Sprites, Filled (patern) Sprites and Bitmap Text Sprites.**
  • Prefab oriented workflow by drag-n-dropping Orthello objects (like sprites, sprite containers and animations into your scene.
  • Full pivot point control.
  • Multi Resolution Support
  • Easy 2D sound Support
  • Orthographic view (camera) control : zooming, auto pixel-perfect or auto scale, follow target (move/rotate).
  • Animation collections that can span multiple sprite containers (sheets/atlasses)
  • Texturepacker atlas integration (cocos2D, Ogre, sparrow atlas import)
  • Internal tweening engine with many easing functions.
  • Static Orthello helper object (class OT) with functionality to create, find and destroy Orthello objects at run time.
  • Object prototype and pool pre-fabrication support including auto object pooling.
  • Extendible cached material system that uses auto sprite batching.
  • Many C# and JS Javascript working examples with extensive inline code documentation for learning purposes.
  • Side view/Top down/3D UI world modes

| DOWNLOAD and online demo | asset store | C# Class Reference | Online User Guide |

Orthello Pro has , in addition to all 2D framework functionality of the 100% Free core ,
just a little more for a few pence - $35

| BUY and online demo |

Supported functionality :

| User Guide | C# Class reference | Online Demo |

This product can only be aquired through www.wyrmtale.com ( using PayPal checkout )

Wow, thats awesome! =)

Wow, that’s a heck of a package! Nice job :slight_smile:

Wow again, will try it out.

Thanks for the positive reactions.

Working nicely, but … i have a request.
Is it possible that the Value of the Sheet Size in the OTSprithe Sheet script automatic get the size of the texture that is linked to it?

HI, great stuff.
Any issue when developing for iOS with this new great tool?

This would not be advisable and I will explain why…

Most of the time you won’t need these settings because your frames will fill up your texture seamingsly and you will only need to set the framesXY ( columns/rows ).

The sheet size, always in combination with frame size is used to calculate the correct texture scale and frame offsetting when a texture has some left-over space to the right or bottom side.

The best way to do this is to provide the original texture size and original frame size - that you should know when creating your art - because if you don’t it can become kinda difficult to determine the right frame size related to a default Unity3D texture size.

For example … if you would create a texture of size 1200 x 550 with frames of size 75 x 75, Unity would probably give you a texture of 1024 x 512 (depending of your max setting)

What would be the correct (textur-size related) frame size in this case …mmm… get your calculator!

regards,

I have tested all examples on win, web and mac … did not on my iPad or iPhone yet …

mmm… have to update my provisioning … AGAIN!! thx apple!!

I can not think of anything that would prohibit it working on iOS. Maybe the shaders but you could change them or expand the material references with specific mobile ones.

Draw calls could be a problem but that is a main iOS thing… Sprite batching will be released in a future pro version to reduce draw calls.

I will test the examples soon and will report my experiences …

UPDATE

Demo - as seen online on Orthello wyrmtale page - works on my iPad. Some examples have a slow framerate, probably because of the shaders, fill rate and number of draw calls. If you are going to use Orthello on iPad1 ( I dont have an IPad 2 yet so did not test ), code works but you should optimize.

Started with User Guide.

| http://www.wyrmtale.com/orthello |

Version 1.2 released

  • Bug fixes
  • Added material cache to support auto (dynamic) batching.
    generating a significant performance boost on iOS devices.

Any sprite that looks the same by - image, color, alpha, sprite container / frame combi when animating, will get batched increasing performance.

**PRO version , expected next month will support SpriteBatch Object to further batch sprites by autogenerating mesh and UV mapping animations. Sprites will still be able to move(using bones/skinned mesh) and animate when under control of the SpriteBatch object (that will auto re-create while detect sprite state changes)

Thank you so much! I’m considering making an opensource project but if I use SpriteManager2 then I cannot do that. Since performance isn’t a concern right now, I’ll be using this instead ^ ^

I am glad that you will use Orthello on your project. The current (1.2b) version uses dynamic batching and has a pretty good performance on most devices (even on iOS)

I am very interested what your experiences are regarding Orthello and how you project works out.

regards,

Hey, thanks guys for making this awesome package I’ve been literally searching all over the place for 2D sprite packages…however I have 2 questions…

1.I followed your guide on how to make the animations, I (believe) did everything right, I can see the sprite in the preview and demo scene, but when I press play, the animation doesn’t play…I scrolled through using the frame settings and I can see the frames playing when scrolled through.(Not pressing the play button)

  1. Is it possible to use 3D objects with this? I tried using a plane underneath the sprite, but I don’t see it in the demo/play test scene? And/ Or can I set it to default camera? I tried changing it to perspective, but it switches right to Orthographic view. I’m trying to achieve a 2.5D-esque look, using 2D sprites in a 3D world.

Once again, thanks for this guys. :sunglasses:

Make sure you got the latest version of the package downloaded. ( we are at version 1.2b atmo ). There were some bugs solved regarding playing animations.

When you use the ‘Animation Preview’ setting of the AnimatingSprite Object - you can drag the value in the editor left to right - does the animation play in your scene?

  • If it does, make sure you have the 'PlayOnStart’setting checked and than it should play automaticly on start.

  • If it doesn’t, you probably have not setup your animation’s framesets correctly. There has to be at least one frameset in your animation object. That frameset has to have an assigned container and a start and end frame configured.

Orthello only works with an Orthographic camera. This is controlled by the system so setting it to perspective will be auto-changed back to orthographic. Orthello is just for creating 2D not for 2.5D.

Hey mas, thanks for the great release, SM2 has been giving me some problems so I’m going to try this out.

I’m trying to use JS to program and from what is written on the site everything from the Orthello/Standard Assets should go into my regular Standard Assets folder and then once I remove the /* */ from the JS codes the example should work just fine but I get missing Mono Scripts and Null reference errors

Pic of my Standard Assets setup and Missing Mono Script:

I do not really get it how you got to loose the references.

Did you import Orthello using the asset store or import the www.wyrmtale.com downloaded package (GOOD) ?

or

Did you copy and paste it from another project into your ‘colorwars’ project using the explorer (BAD) ? ( as copy and pasting without import can sometimes generate missing references )

I just checked the project and had no problems on my windows unity pro.
I took the following steps (maybe you can do the same and see how that goes)

  • Created a new (and empty) project.
  • Imported Orthello (1.2b) from the asset store
  • Open JSExample3.unity

Monoscripts are there (linked) and when you run it now the 3 asteroids on screen start animating.
Nothing else happens, because that is in JS code ( still commented )

  • Dragged the Orthello/Standard Assets to the / (root)
    or another test that worked as well
    Create a new root folder /Standard Assets and copy the Orthello/Standard Assets/. into the new /Standard Assets folder.

  • uncomment - remove the /* and */ in JSAsteroid3, JSBullet3 and JSExample3.

  • run scene

  • try to shoot 'm all!!!

Let me know if this works for you…

Thanks, the problem was that I had copied the Standard Assets onto my desktop and then put it into the Root folder. Working great,now!

GREAT!

Let me know how you progress with your game. Always interested in games/apps that are created with ‘Orthello Inside’
:wink:

Wow, looks awesome! I’ll defiantly have to check this out, thanks!