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  • 0 posts edited
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  • 23 votes cast
Apr
28
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.
Apr
28
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 :).
Apr
28
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.
Apr
28
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.
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
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
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.
Sep
9
comment wheeled 2D character controller platform edges problem
Sorry, but again, this is a constrain I don't want to add to the game.
Sep
9
comment wheeled 2D character controller platform edges problem
I could reword it too... How to achieve old school feeling (mario, etc...) with the setup I exposed. I would like to keep physic collisions on this character but with getting mario-like control feeling. This questiosn was posted some months ago, at this time I think I would use a box kinematic body with some raycasts for the collisions. Anyway, I have seen other using the "wheeled way" and this is way I asked the question taht way.
Jun
8
comment Efficient modification of Texture2D at runtime for a 2D painting game in Unity3D
@DMGregory I will try first the tiling method I exposed and then will try your method to see wich is better. I think having the image splitted is a good way to balance CPU vs Texture Uploading bottleneck vs GPU and this is something I would like to test.
Jun
8
comment Efficient modification of Texture2D at runtime for a 2D painting game in Unity3D
@idurvesh I started my project following that tutorial but it was too slow when using big images. Thanks anyway.
Jun
8
comment Efficient modification of Texture2D at runtime for a 2D painting game in Unity3D
So, it seems The RTT process happens all in GPU. I suppose the camera information will be uploaded to the gpu and this will be used to do the render to texture, is it done this way? I like the idea but I can't see how I could implement erasing using the method you have explained. I can just come across this: Get current affect cuad (the one erasing has occurred) from the original image, set affected pixels to transaprent and reuploading with apply the cuad to update the zone. Am I missing something?
May
12
comment Algorithm to make an entity follow tile edges in a tilemap
In the end, I'm using a state machine. Ok, the logic is not spread across several state classes. Im my case it is done this way because I think it does not bring anything different to the table because all code is just a copy paste of the main idea with some different values (moving direction, etc...). Anyway, I have it well splitted in different functions for every case. Again, simulating the multiple state classes approach. I am more interested in knowing if there's any "magic" idea that could lead to a cleaner way to do this.
Apr
3
comment wheeled 2D character controller platform edges problem
I expected this behaviour. It is sensible, what I would like to know is how could I fix this issue. I guess dirty tricks must be applied to fix this but who knows... For example, Should I be raycasting into the ground and use the circle just work to slide the hero over the ground? I have seen games using this techique (devoloper let me know) and they don't suffer from this issue. I have done tests using different things that came to mind but did not fidn a goodl solution/feeling.
Apr
2
comment wheeled 2D character controller platform edges problem
I have added a picture showing the problem.
Apr
1
comment wheeled 2D character controller platform edges problem
Sorry, but don't understand what you mean. Won't this be odd to the player? Could you explain it a bit more?
Feb
11
comment Procedural Progressive wave system advice
Agreed. Let's see what I can come with :). Thanks.
Feb
11
comment Procedural Progressive wave system advice
This is more or less the idea I had. But create something meanful, fun and challenging is pretty difficult because its procedural nature. On the other hand the added powerups, etc... make things pretty difficult I think.