• Unity3D - Discussion
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[vid]http://a.pomf.se/xqnqhk.webm[/vid] My shitty attempt at making a main menu for one of my oldest projects, Sburb. Sburb is a 2D action-rpg sidescroller based on the Homestuck universe. Players can create their own characters, be it with the game's default sprites or with their own sprites (and yes, other players can see your custom body parts). They can also create their own scenes, by loading sprites and placing entities around the map. Collision is generated automatically for the background sprites. [B]EDIT: [/B]​god damn it why isn't the video tag working. [B]EDIT 2:[/B] there we go! thanks to the fella below me for lending me a hand.
[QUOTE=cam64DD;47190849][vid]http://a.pomf.se/xqnqhk.webm[/vid] My shitty attempt at making a main menu for one of my oldest projects, Sburb. Sburb is a 2D action-rpg sidescroller based on the Homestuck universe. Players can create their own characters, be it with the game's default sprites or with their own sprites (and yes, other players can see your custom body parts). They can also create their own scenes, by loading sprites and placing entities around the map. Collision is generated automatically for the background sprites. [B]EDIT: [/B]​god damn it why isn't the video tag working.[/QUOTE] Use [vid] for webm tags.
How do you all architect your games? I am competent at programming, I have some interesting ideas, the unity GUI is fairly self intuitive but I never know where to start because I have no idea how to architect component based systems
[QUOTE=Richy19;47191938]How do you all architect your games? I am competent at programming, I have some interesting ideas, the unity GUI is fairly self intuitive but I never know where to start because I have no idea how to architect component based systems[/QUOTE] *golden retriever wearing goggles in a chemistry lab*
Anyone got any easy solutions to 2D shadows? I got... [IMG]http://i.gyazo.com/87d1f0a7df9268ebdce858fd4c6d2de6.png[/IMG]
[url=http://ncase.me/sight-and-light/]Found this pretty useful.[/url]
[QUOTE=Drury;47195257][url=http://ncase.me/sight-and-light/]Found this pretty useful.[/url][/QUOTE] I don't know if I'm missing something, but wouldn't it be easier (and faster) to just check against vertices of objects inside the light range instead of sending a fuckton of raycasts all over?
[QUOTE=Technopath;47196057]I don't know if I'm missing something, but wouldn't it be easier (and faster) to just check against vertices of objects inside the light range instead of sending a fuckton of raycasts all over?[/QUOTE] Isn't that exactly what the article says to do?
[QUOTE=Technopath;47196057]I don't know if I'm missing something, but wouldn't it be easier (and faster) to just check against vertices of objects inside the light range instead of sending a fuckton of raycasts all over?[/QUOTE] [IMG]http://www.facepunch.com/fp/ratings/book_error.png[/IMG] Bad Reading x [B]1[/B] [I](list)[/I]
[QUOTE=KillaMaaki;47196064]Isn't that exactly what the article says to do?[/QUOTE] I didn't fully read the article but from the images displayed it seems like he's raycasting more than just the vertices (unless there are "invisible" vertices throughout the polygons). I guess I should have read it, sorry :v:
I've an Object parented to an other Object. Whenever I try to change it's [world] position to 0,0,0. The engine just sends it far off the screen with -1061,0,0. Using localPosition just places it as expected on the parent Object's pivot. I've tried this little quick line: [code] Self.rectTransform.localPosition = Self.rectTransform.InverseTransformPoint(Vector3.zero); // The "Self" is a data pointing to an instance of a Text component.[/code] But it once again sends it off at -1061,0,0. Instead of 0,0,0. Why does it act like that? Help is appreciated.
Is its world position -1061,0,0. Or is that the offset from the parent object? The inspector only shows you the relative positions. Try setting the parent to null to see if the parent object is causing the problem.
[QUOTE=Drury;47195257][url=http://ncase.me/sight-and-light/]Found this pretty useful.[/url][/QUOTE] I've checked this before and my gripe is how to turn mesh into light. As Uchiha shows, visible parts are dark and invisible are "light", which is the opposite of desired.
[QUOTE=FalconKrunch;47198881]Is its world position -1061,0,0. Or is that the offset from the parent object? The inspector only shows you the relative positions. Try setting the parent to null to see if the parent object is causing the problem.[/QUOTE] The parenting is called by the parent object with SetParent(this.transform). When commenting it out, the child object returns to normal at global 0,0,0. But it's of course still not visible as it's pivot is on it's right side. Because I wanted to place the object on the bottom right corner of the parent object which is a canvas.
[QUOTE=itisjuly;47198964]I've checked this before and my gripe is how to turn mesh into light. As Uchiha shows, visible parts are dark and invisible are "light", which is the opposite of desired.[/QUOTE] like dis.. [IMG]http://i.gyazo.com/6a7625edf4aabe1b50aa688eea8855c4.png[/IMG] EDIT: culling....ish [IMG]http://i.gyazo.com/2fada7c90063b42b8ac7d52dd5683538.png[/IMG]
[QUOTE=UchihaItachi;47200714]like dis.. [IMG]http://i.gyazo.com/6a7625edf4aabe1b50aa688eea8855c4.png[/IMG] EDIT: culling....ish [IMG]http://i.gyazo.com/2fada7c90063b42b8ac7d52dd5683538.png[/IMG][/QUOTE] Tell me about it
[IMG]http://fi.somethingawful.com/images/smilies/emot-bang.gif[/IMG] [IMG]https://dl.dropboxusercontent.com/u/13781308/ShareX/2015-02/2015-02-24_10-24-24.gif[/IMG] why is it such a pain in the ass to re-order components
[QUOTE=itisjuly;47202735]Tell me about it[/QUOTE] I have a shadow mesh over the scene. I then calculated a mesh (cast light) and then using mesh depths/render orders, I render the cast light to effectively cut out the visible parts.
I never done a 2D game before so I have a quick question. My game is using sprites not models so if I would want to have explosions or effects in the game, how are usually done by people? Do they use particles or multiple sprites?
[QUOTE=BoowmanTech;47204537]Do they use particles or multiple sprites?[/QUOTE] Yes.
Why doesn't Unity have a weld joint?
FixedJoint?
Sorry, I wasn't clear. I meant for 2D. HingeJoint2Ds with the angular limits set to 0 as an alternative in the mean time, but they have a tenancy to glitch out quite often.
Distance joint also does the trick.
[QUOTE=Drury;47205114]Yes.[/QUOTE] Yes to which one? Particles or Multiple Sprites?
Both. You can also do just particles or just sprites but it's not as nice. Depends on effect at hand though. If you're asking if particles work with 2D, yes they do.
[QUOTE=Drury;47205568]Distance joint also does the trick.[/QUOTE] This doesn't act like a proper weld. When one object rotates the other doesn't move with it.
Yes you want to have at least two distance joints to keep them fixed. Think of them as struts.
Would you advise using raycasts or 2D raycasts? I'm using 2D right now, because I'm making a 2D game. I'm using it to determine if an NPC has direct vision of a player, but it's working really wonky. Sometimes it doesn't collide with walls as it should, other times it does. Should I call it in a FixedUpdate or something?
[QUOTE=war_man333;47211753]Would you advise using raycasts or 2D raycasts? I'm using 2D right now, because I'm making a 2D game. I'm using it to determine if an NPC has direct vision of a player, but it's working really wonky. Sometimes it doesn't collide with walls as it should, other times it does. Should I call it in a FixedUpdate or something?[/QUOTE] That doesn't sound right. Can you describe your problem in more detail? Because so far it sounds like something that shouldn't be happening and might be a bug in that case.
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