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BlueGooGames
  • Member for 4 years, 1 month
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Formula to assign star rating based on cooking time over/under target
This is brilliant, thank you so much for your calculations and work. The only minor issue I see is that at score = 1 you get 6 stars. And also it seems I need to reverse engineer the formula to get into usable code in my game, based on the steps in the sheet, since it has some if's. Thank you again!
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How to make two connected rigidbodies pull each other?
Using rb.AddForce with ForceMode2D.Force and rb.AddTorque for rotation.
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Verlet rope between two moving points connected with a spring joint?
Hi, thanks for the replies. I studied verlet integration and I will post an answer to my question. I meant without using the physics features in Unity.
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How to make player walk through layers of 2d fog smoothly?
Ok I see, with less thick fog on the ”depth fog” and a layer of fog on top would make the effect less jarring, so it might work.
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How to make player walk through layers of 2d fog smoothly?
Hi, thanks for the suggestion. The article doesn’t explain how to solve this specific issue, but it could be a solution to have an extra fog layer/color over the player only, and somehow try to calculate when the player passes a fog layer and set the opacity. Was that what you were suggesting? That would be required on most NPC and moving items. If you show an image of what you mean it would help too. Thanks!
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How to make player walk through layers of 2d fog smoothly?
@DMGregory Very interesting, I have no experience on depth buffers and the techniques your suggesting is beyond my current skill level. But I'll look into it, and try to find some technical person to help me. Thanks :)
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How to make player walk through layers of 2d fog smoothly?
@Zibelas It can be always in front of the player, but it needs to go in front and behind of objects, so taller objects have less shadows on top, due to the more dense fog on the bottom.
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