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21

You'll need to setup a test account and then publish your build as a draft application in order to successfully test purchases and the workflow as a normal user would. This is what Google has to say on the matter of test accounts: The Google Play Developer Console lets you set up one or more test accounts. A test account is a regular Google account ...


15

References work well for many situations. However, there are three important situations in which references won't work well: Networking. When sending information about synchronizing the state of entities over the network, references can't be used. You'll need to identify the entity in some way so the remote machines know who you're talking about. ...


6

There is rarely a "right way" or "wrong way" when it comes to game design. There are many, many ways to solve this problem, but here are a few possible approaches to explore: Constrain the tunnel pieces to both start and end only in certain directions; for instance only along the axes. Then you just have to keep track of the offset from the beginning to ...


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One last thing is that if you are using the Object Pool pattern and an entity gets reset because the creature died (for instance) and respawned somewhere else, a reference will still point to the same entity (fault) and an ID will no longer remain valid. ID 5067 points to address 0x8765 creature dies and another spawns new creature ID is reset to 7073 ...


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Yes. It is a very efficient way for game systems to communicate with each other. Events help you decouple many systems and make it possible to even compile things separately without knowing of each others' existence. This means your classes can be more easily prototyped and the compilation times are faster. More importantly, you end up with a flat code ...


2

Here's a technique I experimented with recently. My RenderMonkey prototype shows a section of badlands-style canyon, but the same principle should work in caves. The idea is to start with tiles that are generic, downright boring, with simple predictable edges so they're easy to line up without seams or gaps: These starting tiles could be shapes you've ...


2

Here's another approach to procedural generation that hasn't been explicitly mentioned yet: spline skinning. You can use a version of Hermite Splines (which provide a curve interpolating positions and tangents) to define the curves: when it's time to generate a new segment, just choose a position (roughly in the direction of the previous segment, as bcrist ...


2

You could model your cave as a sequence of points, each with an associated size, with lines connecting them. Then treat each point and line as metaballs and metacylinders. This gives you a basic shape for your cave, to which you might want to start adding variation, such as by randomly offsetting vertices.


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I believe it is pretty common to use a bone just to represent the weapon, and pull the rotation from that. Alternative you would keep an extra vertex so you can determine the direction. Depending on what they are holding you might be able to use a fixed rotation from the hand's bone rotation.


1

So GameObject.Find() and Transform.Find() are used to find an active game object, or child, within your scene(and in that respective order). Before we go any further, recognize the difference between a GameObject, Component, and the relationship between parents and children when using Unity. Getting our Definitions Straight Think of a GameObject as an ...


1

This work! in cocos2d 3.x NSMutableArray *frames = [NSMutableArray array]; int frameCount = 0; for (int i = 1; i <= 5; i++) { CCSpriteFrame *frame = [CCSpriteFrame frameWithImageNamed:[NSString stringWithFormat:@"dice0%d.png",i]]; [frames addObject:frame]; } CCSprite *sprite = [CCSprite ...


1

It renders using bump- / specular maps. Refer to this video. The ground geometry is never modified. Bumpmaps are just heightmaps used for realistic lighting. To clarify definitions, bumpmapping is a rendering technique, typically written as a shader, which creates the illusion of surface detail on what is in fact a flat piece of geometry... in this case, ...



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