329 reputation
1614
bio website
location
age
visits member for 3 years, 6 months
seen Jul 24 at 15:17

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
8
comment Skeletal animation with Unity2D?
Thanks did not notice it :).
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
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 :).
Mar
25
comment 2D character controller in unity (trying to get old-school platformers back)
Thanks a lot prime. Good job as always!
Mar
11
comment Skeletal animation with Unity2D?
Yes, like smooth moves. I came across it but have not tried it yet. Anyway, I think my question is api/engine agnostic. In a situation like this that you want to move some parts of the character to make it accommodate to the new firing position (arms, head, etc...) do you ussually do this through code? Or there is an easier way to let the artist setup the skeleton with some ik and constraints and the programmer only has to handle and move the firing position?
Mar
6
comment How do I determine a good path for 2D artillery projectiles?
Would you be so kind to point me to where you get the greatest and smallest T formulas? I would like to study a bit the way they are derivated. And again, thanks for all the effort.
Mar
6
comment How do I determine a good path for 2D artillery projectiles?
This is something I had in mind. To test paths in a range. The point about using T for the range is a nice addition and this is why I selected this question as a good one. Anyway, I think this only tests a narrow range of possibilities because we coud get a lot more of differnt paths combining different angles/initial force don't you think? I now we can't check every combination of everything but just was thinking aloud.
Mar
5
comment How do I determine a good path for 2D artillery projectiles?
binary search on what? The projectile height? the angle? Could you extend a bit more?
Jul
20
comment Really weird peaks when profiling a simple scene with Unity3D
No, I don't have anything more running on the machine. I have tried with 2 different android devices with same results (I get occasional peaks). What do you mean by "it looks like rendering stuff"? With just a cube on the screen and no other client logic running do you think it is ok to have these peaks ruining a constant frame rate?. On the other hand, sorry for the screenshots issue.
Jun
18
comment Betatesting an android game. Best practices?
Thanks for the tips.
Apr
17
comment Going from point a to b through a curve using “gravity”
I see, thanks for all the answers. When I said gravity I meant a body attracting another. But yes, you're totally right.
Apr
17
comment Going from point a to b through a curve using “gravity”
Would you mind expanding a bit more the answer? I'm a bit thick right now :).
Nov
6
comment Functional reactive programming (FRP) in games. Some doubts and thoughts
Nice answer. Thanks for the insights.
Oct
19
comment Sony PSM SDK's 2D game engine
Thans a lot for the information
Sep
21
comment 2D character controller in unity (trying to get old-school platformers back)
The first thing I read when I got into unity was that tutorial. The problem is that the control feel is pretty bad. This is why I wanted to find my own solution. On the other hand when you commen about using the Transform.Translate() it is not that easy to do slopes and other things. You must ray cast several times (2 or 3 for the floor, more for the direction your are moving depending on the hero size). For mobile devices raycast is not good, and less if yo ahve to do 5..n per collision detection iteration. Perhaps I could be wrong, but I don't think so.
Jul
20
comment bmGlyph alternative for windows (Bitmap font generator)
I think it isn't a duplicate. I have checked (roughtly) the applications that are exposed and they bitmap fonts but I can't use gradients or textures on every glyph. As I exposed this is really important to me because it gives a really nice look.
Jun
15
comment 2D character controller in unity (trying to get old-school platformers back)
The problem of writting a custom one is that collision detection is lost. And it is not easy to rebuild it without using raycast (depending on the environment, etc... it could be a bunch of them). How do you handle this situations?
Mar
8
comment Creating pixel art / animation with flash
It seems this is what he is doing