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1d
comment Is it safe to base a combo system in frames instead of time?
Will have to play a bit around this :). Thanks for the nice talk.
1d
accepted Is it safe to base a combo system in frames instead of time?
1d
comment Is it safe to base a combo system in frames instead of time?
I haven't defined that at this time yet. It depends on the way I choose to do things. I'm evaluating to throw unity phycs away and try to implement a simpler method with just AABB. It is nice to see games like KarBOOM with such high physics rate :).
1d
comment Is it safe to base a combo system in frames instead of time?
Yes, I though about the fixed update too. The problema is, that if you want to apply some kind of physic behaviour to your game, you can be running physics too frecuently. On the other hand, using FixedUpdate doesn't assure you that you will get a call every 1/60th either. So, we can hit same problema. Perhaps, as I said, a combo system that could be advanced more than 1 frame could do better. Have to investigate this though.
1d
comment Is it safe to base a combo system in frames instead of time?
Well, we are talking about two different concepts here. Tie logic to framerate and measure combo timming in frames. It is a totally differnt concept. As I suggested, you can, every tick check the elapsed time and vonvert it into frames to apply the combo logic. That is, more or less same thing you suggested.
1d
revised Is it safe to base a combo system in frames instead of time?
added 27 characters in body
1d
asked Is it safe to base a combo system in frames instead of time?
Apr
19
comment Dealing with floating point imprecisions in a 2D Tiled based game
As I suspected, this is a floating point error. My sprites, when are scaled to fit current resolution become of sizes like 29.999998. I must blame Debug.Log unity funciton for rounding the result and not showing the real result.
Apr
19
comment Dealing with floating point imprecisions in a 2D Tiled based game
I will look into it... thanks for pointing that out
Apr
19
asked Dealing with floating point imprecisions in a 2D Tiled based game
Mar
19
awarded  Popular Question
Feb
27
awarded  Notable Question
Feb
11
awarded  Notable Question
Nov
26
comment How to create animations for a game like Creative kill chamber?
Well, it was my fault I wasn't clear enough. One of the things I would like to know is if animations (avatars navigation, for example when the player grabs a dead body from the floor, when player jumps, etc...) are all hardcoded using flash timeline (keyframes). Any example showing the tipical workflow used to create animations like this would be nice. I think I should say that I am interested in knowing how they created the little custscenes that are played after each player mouse interaction. I ask this because I'm looking a way to tweak animations like this.
Nov
23
comment How to create animations for a game like Creative kill chamber?
I think providing a visual example through a video is the best way to make other users understand the kind of game I was talking about. I don't think this is not advertising and that wasn't my intention.
Nov
23
revised How to create animations for a game like Creative kill chamber?
added 188 characters in body
Nov
23
asked How to create animations for a game like Creative kill chamber?
Nov
23
comment Playing an animation relative to current Transform in unity?
would you mind to expand a bit your answer a bit more? What is this Apply root motion used for? And what about the root motion curves? I have been reading the doc and I can't get it. Please it would be nice if you could use just plain language.
Nov
3
awarded  Popular Question
Oct
27
awarded  Nice Question