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visits member for 4 years, 2 months
seen Mar 4 at 10:24

Oct
9
revised What are the common techniques to translate game ideas into game mechanics?
Added a statement clarifying that we're looking for actual experiences answerers have had with their own game ideas in attempt to keep this somewhat objective and not just an opinion based answers
Oct
9
asked What are the common techniques to translate game ideas into game mechanics?
Aug
20
comment Procedual level generation for a platformer game (tilebased) using player physics
Ah, I see, I was looking into this last week. By the way I sent you an email will my contact. Thanks again.
Aug
20
comment Procedual level generation for a platformer game (tilebased) using player physics
I like this idea. I had in mind something like this as I said before about the computer playing itself through the level. A new point of view I can extract from your answer is that you seem not to carve but build the level as the player traverses it. Sorry but I wasn't able to find any information about jump-back-ability here. I would really like to have a talk with you through skype or anyting about this subject because my head is full of ideas to implement at this moment. Could it be possible? I will then add all the important points here if people is interested.
Aug
20
accepted Procedual level generation for a platformer game (tilebased) using player physics
Aug
20
comment Procedual level generation for a platformer game (tilebased) using player physics
I have rewritten the question. I realized there was a lot of not needed text. Now I have tried to concentrate in the terrain reachability problem.
Aug
20
revised Procedual level generation for a platformer game (tilebased) using player physics
deleted 1987 characters in body
Aug
19
revised Procedual level generation for a platformer game (tilebased) using player physics
added 678 characters in body; edited tags; edited title
Aug
19
asked Procedual level generation for a platformer game (tilebased) using player physics
Jul
22
awarded  Notable Question
Apr
9
comment Playing an animation relative to current Transform in unity?
Thant worked. Just had to made the palmtree child of a parent and apply the transform in the parent.
Apr
9
accepted Playing an animation relative to current Transform in unity?
Apr
8
comment Skeletal animation with Unity2D?
Thanks did not notice it :).
Apr
8
accepted Skeletal animation with Unity2D?
Apr
5
asked Playing an animation relative to current Transform in unity?
Apr
3
comment How to know when all 2d rigid bodies have stopped in unity3d?
It is not a bad way of semi authomated tracking. Thanks for the idea.
Apr
3
comment How to know when all 2d rigid bodies have stopped in unity3d?
This is one of the ways I implemented it mainly because I am the one pushing the elements in my game after an explosion. I retrieve all the elements in a radius and then push them away. But I thought there were going to be something more high level in the physics system. Thanks anyway.
Apr
3
accepted How to know when all 2d rigid bodies have stopped in unity3d?
Apr
2
comment How to know when all 2d rigid bodies have stopped in unity3d?
I did what you suggested. After going out for a walk and read your suggestion everything is a bit more clear :).
Apr
2
revised How to know when all 2d rigid bodies have stopped in unity3d?
deleted 1250 characters in body; edited tags; edited title