I'll go with bolt too once I scrape 50€.
Shesh this is one expensive hobby, almost like model railways. Actually maybe not [b]that[/b] expensive, but still.
I've been looking around but couldn't find what I needed.
I want to move an object in the x direction but keep the y at a certain value.
[editline]27th July 2014[/editline]
Never mind I figured it out.
[QUOTE=LuaChobo;45512989]Tell us how it goes, I don't wanna waste money even though it's cheapish[/QUOTE]
Will do, hoping to get a slight discount from fholm first.
Also, just a reminder. Bolt is in beta right now. And it's gonna go up in price by August I believe.
[QUOTE=sarge997;45514176]Will do, hoping to get a slight discount from fholm first.
Also, just a reminder. Bolt is in beta right now. And it's gonna go up in price by August I believe.[/QUOTE]
Knew it was going to go up, I just hoped it wouldn't be that soon.
Maybe I'll manage to scrape enough, it will just take longer. If it's going to be like $200 then probably not.
I used renderer.material.color and how can I get the textures color back?
If set it to red and how would I get the default texture back?
At the start of your script. Normally under the Start function, you set the objects color to a variable.
Here's an example.
[code]using UnityEngine;
using System.Collections;
public class ColorChanging : MonoBehaviour
{
private Color startColor;
void Start ()
{
startColor = renderer.material.color;
}
void SomeOtherFunction ()
{
renderer.material.color = startColor;
}
}
[/code]
Something like that.
[QUOTE=sarge997;45515609]At the start of your script. Normally under the Start function, you set the objects color to a variable.
Here's an example.
[code]using UnityEngine;
using System.Collections;
public class ColorChanging : MonoBehaviour
{
private Color startColor;
void Start ()
{
startColor = renderer.material.color;
}
void SomeOtherFunction ()
{
renderer.material.color = startColor;
}
}
[/code]
Something like that.[/QUOTE]
Thanks that worked.
I was looking around how I could access my child object and while doing that I realizes that there is another way and way easier, but I think it has it's disadvantages.
So instead of trying to access using FindObject or whatever, could I just declare a variable of type GameObject and assign the child to it, then I just get everything from it using the variable.
Oh god, I started working on gameplay things.
[video=youtube;wKhI6BHGqsE]http://www.youtube.com/watch?v=wKhI6BHGqsE&list=UUlSdAOcN_dStix9yQkKXmsQ[/video]
I guess I should do a changelog like I did before? (so long as it isn't annoying).
- Added Mobile Engineering Platforms, which follow you around and hover
- Added the ability for items to store Prefabs
- All items that store prefabs can be equipped, and those prefabs can be placed in the environment through various degrees of rotation
- Any prefab placed on a "Movable" object moves with it, hence the MEP
- Added an ambient sound controller, because screw unity 5 I need this NOW
- Worked on Underground Areas, and had to cut holes in the terrain to fit them because I'm an idiot and didn't plan ahead
- Worked on central AI building
- Added assloads of models
- Made it so that your position doesn't spaz out in elevators
- Started work on turrets so there's actually something to do in the game other than look around at pretty things
- [b]Optimized so that you can now get a solid 60fps everywhere holy shit (youtube does not give this justice)[/b]
As I said before, both items and prefabs are stored in the resources folder, so people can add mods and stuff for new items and placeable things etc. that are automatically put into circulation in the chests and stuff.
Dear lord this is too fun:
[video=youtube;6yd1JAm2Wwo]http://www.youtube.com/watch?v=6yd1JAm2Wwo[/video]
This actually uses the aerial node system I posted earlier in this thread, just with a much more bare-bones AI.
[QUOTE=Jcorp;45518810]Oh god, I started working on gameplay things.
[video=youtube;wKhI6BHGqsE]http://www.youtube.com/watch?v=wKhI6BHGqsE&list=UUlSdAOcN_dStix9yQkKXmsQ[/video]
I guess I should do a changelog like I did before? (so long as it isn't annoying).
- Added Mobile Engineering Platforms, which follow you around and hover
- Added the ability for items to store Prefabs
- All items that store prefabs can be equipped, and those prefabs can be placed in the environment through various degrees of rotation
- Any prefab placed on a "Movable" object moves with it, hence the MEP
- Added an ambient sound controller, because screw unity 5 I need this NOW
- Worked on Underground Areas, and had to cut holes in the terrain to fit them because I'm an idiot and didn't plan ahead
- Worked on central AI building
- Added assloads of models
- Made it so that your position doesn't spaz out in elevators
- Started work on turrets so there's actually something to do in the game other than look around at pretty things
- [b]Optimized so that you can now get a solid 60fps everywhere holy shit (youtube does not give this justice)[/b]
As I said before, both items and prefabs are stored in the resources folder, so people can add mods and stuff for new items and placeable things etc. that are automatically put into circulation in the chests and stuff.[/QUOTE]
More games need turrets on trees.
Can someone help me with Instantiation.
I've been trying to instantiate an object and when it's destroyed I want to instantiate it again but it doesn't work.
If someone could make a quick script of how It would work or redirect me on the right track, also I am using C# (in case you want to write the script, but javaScript doesn't bother me.)
[QUOTE=BoowmanTech;45523125]Can someone help me with Instantiation.
I've been trying to instantiate an object and when it's destroyed I want to instantiate it again but it doesn't work.
If someone could make a quick script of how It would work or redirect me on the right track, also I am using C# (in case you want to write the script, but javaScript doesn't bother me.)[/QUOTE]
Instantiate a copy just before it's destroyed? Instantiate an empty game object that instantiates the previous gameobject and then destroys itself?
Context would be nice.
[QUOTE=BoowmanTech;45523125]Can someone help me with Instantiation.
I've been trying to instantiate an object and when it's destroyed I want to instantiate it again but it doesn't work.
If someone could make a quick script of how It would work or redirect me on the right track, also I am using C# (in case you want to write the script, but javaScript doesn't bother me.)[/QUOTE]
Like a respawning object? The way I would think of doing it is have a "manager" gameobject that checks for the existence of that specific object instance, but that's assuming you only need to check that for a single object, not multiple.
Perhaps you could set a tag on your prefab for instantiation? Then use GameObject.FindGameObjectsWithTag().
I'm far from an expert, so take my advice lightly.
[QUOTE=Drury;45523197]Instantiate a copy just before it's destroyed? Instantiate an empty game object that instantiates the previous gameobject and then destroys itself?
Context would be nice.[/QUOTE]
Basically I inatanciat the player(from spawner) , when you play if you touch an object you die and I want to instancient the player again.
You don't have to destroy the player. Just stop rendering it and reset it's transform on death.
Yeah I'd just do a fancy fade to black, and after it's faded, reset the player's position...
Yeah, didn't though of it.
Thanks :smile:
[editline]28th July 2014[/editline]
[QUOTE=Protocol7;45523521]Yeah I'd just do a fancy fade to black, and after it's faded, reset the player's position...[/QUOTE]
The game itself it's not suppose to be slow so I can't wait to fade the player, it should be straight away.
I am thinking to add some particles.
How do games usually handle creating entities from file?
Right now I'm loading a prefab I made and then instantiating it, is this a reasonable way to go about it?
[code]GameObject decal = (GameObject)Instantiate(Resources.Load("Prefabs/Decal") as GameObject);
decal.GetComponent<Decal>().position = new Vector2(entityLoader.PositionX, entityLoader.PositionY);[/code]
What's up with Unity's audio system? Sometimes my sounds simply don't play.
[QUOTE=layla;45523960]How do games usually handle creating entities from file?
Right now I'm loading a prefab I made and then instantiating it, is this a reasonable way to go about it?
[code]GameObject decal = (GameObject)Instantiate(Resources.Load("Prefabs/Decal") as GameObject);
decal.GetComponent<Decal>().position = new Vector2(entityLoader.PositionX, entityLoader.PositionY);[/code][/QUOTE]
That's the way I do it, although I think it's safer to pass the position using:
[code]static Object Instantiate(Object original, Vector3 position, Quaternion rotation);[/code]
[B]Edit
[/B]
I guess you could also do it by assigning the prefab file directly to the inspector like this:
[code]
public GameObject m_PlayerPrefab;
private GameObject m_Player;
m_Player = Instantiate(m_PlayerPrefab) as GameObject;
[/code]
Yeah I would assign the prefab in the inspector but I have 77 different kinds of prefabs I need to create based on an identifier I get from file so I don't think that's an option. I was just checking if I wasn't doing something really stupid.
And yeah normally I would pass the position there but the position I get from file needs to be converted to unity units so I set a public Vector2 and let the script handle the conversion.
[QUOTE=BoowmanTech;45523674]Yeah, didn't though of it.
Thanks :smile:
[editline]28th July 2014[/editline]
The game itself it's not suppose to be slow so I can't wait to fade the player, it should be straight away.
I am thinking to add some particles.
[editline]28th July 2014[/editline]
I have a problem with the camera and the player.
They are both prefabs (the camera doesn't really have to be but I did it for testing), when the player is instantiated the camera doesn't follow him even though it's been assigned to the player as a Camera variable. On the player prefab I put the camera prefab to follow and if I pause the game and drag the camera from the Hierarchy into the slot from the player object the camera will follow him but using it from prefab won't.
Anyone knows what the problem could be?[/QUOTE]
You have to parent the camera to the player each time it's instantiated.
This is my first big project, basically I'm recreating Homestuck's Sburb game in Unity. Forgive me for the annoying cellphone/facebook sounds, I'm a dumbass and I forgot to turn these off before actually recording the damn thing. :suicide:
[video=youtube;DAf1vcnXtjY]http://www.youtube.com/watch?v=DAf1vcnXtjY[/video]
Also, forgive me for my awkward english, it's quite rusty.
Kind of sucks that there's no additive sprite shader. There's an additive particle shader I can apply to sprite and it will work but it feels dirty! I can make a new shader but it just sucks there isn't already one.
[QUOTE=cam64DD;45526220]
[video=youtube;DAf1vcnXtjY]http://www.youtube.com/watch?v=DAf1vcnXtjY[/video]
Also, forgive me for my awkward english, it's quite rusty.[/QUOTE]
I really love this! Looks amzing!
If there's something that i love from foreign english it's that i can understand it better than native people talking it
Wow, uh, thanks! :v
I want to make my game easy to understand by this I mean I want it to be easy to find things in the scene or in the project folder.
I've been looking around and I tried to look for way to name your objects,scripts how to organize them so it looks clean but I couldn't find anything.
If anyone could give me some tips about this or links to posts about this it would be great.
[editline]29th July 2014[/editline]
Is there a way to reduce the file size of an APK?
All my assets are 3.14Mb and the entire APK is 8.8Mb, is there anything that could be done with the 5.66Mb which is the unity framework. I kept my textures as small as possible and I don't have anything else other than textures for the moment.
[QUOTE=BoowmanTech;45532436]I want to make my game easy to understand by this I mean I want it to be easy to find things in the scene or in the project folder.
I've been looking around and I tried to look for way to name your objects,scripts how to organize them so it looks clean but I couldn't find anything.
If anyone could give me some tips about this or links to posts about this it would be great.
[editline]29th July 2014[/editline]
Is there a way to reduce the file size of an APK?
All my assets are 3.14Mb and the entire APK is 8.8Mb, is there anything that could be done with the 5.66Mb which is the unity framework. I kept my textures as small as possible and I don't have anything else other than textures for the moment.[/QUOTE]
Have you seen this? [url]http://docs.unity3d.com/Manual/ReducingFilesize.html[/url]
[QUOTE=BoowmanTech;45532436]I want to make my game easy to understand by this I mean I want it to be easy to find things in the scene or in the project folder.
I've been looking around and I tried to look for way to name your objects,scripts how to organize them so it looks clean but I couldn't find anything.
If anyone could give me some tips about this or links to posts about this it would be great.[/QUOTE]
This is my [URL="https://dl.dropboxusercontent.com/u/13781308/ShareX/2014-07/2014-07-29_08-49-28.jpg"]Assets folder[/URL]. Everything in it is just grouped in folders of related assets. For example, Assets>Prefabs>Level Building Prefabs is a folder I have to keep all the prefabs I use to make levels in one place so that I don't have to keep changing folders. My GUI folder is organized idfferently like [URL="https://dl.dropboxusercontent.com/u/13781308/ShareX/2014-07/2014-07-29_08-51-49.png"]this[/URL]. My 3rd Party folder is stuff that I've downloaded from the asset store like DFTween, Unity Standard Assets, etc.
For script naming, here are some guidelines you might find useful: [URL]http://msdn.microsoft.com/en-us/library/ms229045(v=vs.110).aspx[/URL]
or this: [URL]http://msdn.microsoft.com/en-us/library/ms229040(v=vs.110).aspx[/URL]
Make sure related assets share common folders. For example: [I]Assets>Materials>Particles[/I] has all of my custom particle materials. I store the textures for them in [I]Assets>Textures>Particles[/I]
[QUOTE=Z_guy;45533277]Have you seen this? [url]http://docs.unity3d.com/Manual/ReducingFilesize.html[/url][/QUOTE]
Yeah I checked it before and my textures are as low as possible so can't do nothing about it.
What I found is that it includes DLLs
[code]
Dependency assembly - Mono.Security.dll
Dependency assembly - System.dll
Dependency assembly - mscorlib.dll
Dependency assembly - Assembly-CSharp.dll
[/code]
Also my Console Log
[code]
Textures 2.5 mb 36.8%
Meshes 0.0 kb 0.0%
Animations 0.0 kb 0.0%
Sounds 0.0 kb 0.0%
Shaders 100.5 kb 1.5%
Other Assets 55.0 kb 0.8%
Levels 249.9 kb 3.7%
Scripts 24.4 kb 0.4%
Included DLLs 3.7 mb 55.1%
File headers 125.3 kb 1.8%
Complete size 6.7 mb 100.0%
[/code]
The thing is that my apk is 10Mb not 6.7, do you know why?
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