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4

There are several different options for handling what you are attempting: These are not all or nothing solutions, you can mix and match them to balance the workload between programming and creating animations. Option 1 Can be used on a case by case basis. Obscure it. The transition between animation states can simply be hidden behind various effects. Blood ...


2

If you move elements smaller than your finger, there's something wrong with your game design. I see several solutions to this: Make your elements bigger so you can see that you hold and where you put them, possibly enabling a Zoom gesture. Use another method of move, like a two tap movement mode, you tap from and to positions. Constraint your moves on one ...


2

I think the approach you are probably looking for is to trigger damage based on some event, which is keyed to a particular time or frame in the animation. I'm not sure exactly how you can set this up in your case as I'm not familiar with the specific tools etc. but the general concept would be: For each attack animation, define at which frame / time offset ...


2

One simple options is to just draw everything twice. Consider a screenful of your background clouds and other stuff that you want to scroll: +------+ | CC | | RR| +------+ (Assume that CC represents a cloud, and maybe RR represents a rock or some other background object.) If you have a "second copy" (logically or physically) of this background ...


1

I would suggest zooming in your game screen so that the pieces are slightly larger, it's extremely frustrating when a game has a bunch of tiny pieces that are hard to see and hard to drag. However, if you don't want to do that, there's a common approach that can be used so that the item can still be seen as it is being dragged. So to Crazyrems list of ...


1

I have a base Actor class that is derived by classes... This design goes completely against Unity's design, unfortunately. If you try to use a large class hierarchy within Unity's system, things are going to be very difficult. Unity chooses to use composition over inheritance, or has-a over is-a. To build unique objects in Unity, you should prefer to ...


1

I think you should break this up into multiple questions and try again. Offhand, I see 3 questions that all warrant their own detailed answers, but there are probably more that you can ask to get the detailed answers you wish for: Using 3D to generate 2D Sprites You can just use 3D as a way to render Sprites, i.e. by creating your animations, then ...



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