Hello Guest

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - JBabz

Pages: [1] 2 3
1
Support / Question about Camera Overrides/Letterboxing
« on: March 31, 2014, 10:53:54 pm »
Hi all!

This is the scenario I wish to achieve:
I want the game to be in its native aspect ratio (4:3) no matter what!
I want this to be achieved by letterboxing. For instance, if I am playing my 4:3 game on a 16:9 wide monitor, I want there to be black space on both sides of the screen, preserving the AR.
If the screen is narrower than 4:3, I want there to be black space on the bottom and top of the screen, preserving the AR.

This should be simple, right?
Any ideas, hit me up.

Thank you all SO much! :)

2
Support / 2D Pixel-Particle Effect
« on: November 26, 2013, 02:46:05 pm »
Hello beloved 2DTK community!

I wish to achieve a particle or pseudo-particle effect where, when the player is hit, a portion of the red in his health bar "explodes" and falls of the map in a barrage of small-to-medium sized pixels.

What would you advise as being the best way to achieve such effect?
Particles? Pseudo-particles? Physics? My own written system?

Thanks in advance!

-Joe

3
Support / Re: Tween tk2dSprite color with iTween
« on: October 17, 2013, 04:00:32 pm »
That works great!
Thanks.

4
Support / Tween tk2dSprite color with iTween
« on: October 16, 2013, 05:29:42 pm »
Does anybody know specifically how to tween the color of a tk2dSprite using iTween?
There is a method called colorTo(), but that only changes the color of a texture or GUITexture.
Is there a way? Seems like it's pretty easy, and I'm just missing something.
Thanks!!

5
Showcase / Mages and Rogues - ChainJam2013
« on: October 10, 2013, 11:19:09 pm »
Hey!

So, this is my first real game that I've finished.
I made it for http://chainjam.com/. (a 72-hour event)
It's a simple deathmatch game.



You can find it here:
http://museumtourgames.tk/mages-rogues/
(the site is undergoing maintenance currently, so if it throws an error, just hit refresh)

6
Support / Loading a different tilemap at runtime from .tmx?
« on: October 06, 2013, 05:14:04 am »
Hi. I'll keep it short.

tk2dTilemap question:
Say I have..20 .TMX files. I want to load one of them when I open a scene.
So, one scene, multiple TMX files.
IS there a way to load a TMX file at runtime?

If so, do explain :)

Thank you.

-Joe

7
Support / Joystick Rotation Problem
« on: August 25, 2013, 03:43:45 am »
This code should make the player rotate (he's on the XY plane) according to joystick movements.

Just straight up, what's wrong with this code? (not to be cliche or anything)

Code: [Select]
    private void joystickMovementUpdate() {
       direction = new Vector3(Input.GetAxis ("Right Joystick Horizontal"), Input.GetAxis ("Right Joystick Vertical"), 0);
 
       horizontalAxis = Input.GetAxis ("Left Joystick Horizontal");
       verticalAxis = Input.GetAxis ("Left Joystick Vertical");
 
       if (direction.sqrMagnitude > 0.1f) {
         qTo = Quaternion.LookRotation(direction);
         qTo.eulerAngles = new Vector3(0, 180, qTo.eulerAngles.z);
       }
 
       transform.eulerAngles = new Vector3(0, 180, transform.eulerAngles.z);
       transform.rotation = Quaternion.RotateTowards(transform.rotation, qTo, ROTATION_SPEED * Time.smoothDeltaTime);
       move ();
    }

8
Support / Character Rotate to Face Mouse
« on: August 24, 2013, 03:17:08 am »
I used to have my game on the XZ plane, now I'm changing it to the XY plane.
Can anybody explain why this code doesn't work on the XY plane?

Code: [Select]
private void keyboardMovementUpdate()  {
horizontalAxis = Input.GetAxis ("Keyboard Horizontal");
verticalAxis = Input.GetAxis ("Keyboard Vertical");

Vector3 targetPoint = Camera.main.ScreenToWorldPoint (Input.mousePosition);
transform.LookAt (new Vector3(targetPoint.x, targetPoint.y, transform.position.z));
// transform.eulerAngles = new Vector3(0, 180, transform.eulerAngles.z); This line "locks" the character in his X and Y rotation.

move ();
}

Uncommenting that line makes the character jump out of rotation, commenting it makes him not move... hmm.

9
Support / Re: [2.1] Simple A * Pathfinding with 2DTK
« on: August 22, 2013, 06:18:09 pm »
Okay, I fixed that, but now every tile returns as an ID of -1.
I'm going to just use this thread from now on:
http://unikronsoftware.com/2dtoolkit/forum/index.php/topic,1329.0.html

10
Contract Work / Re: [paid] Tilemap pathfinding
« on: August 22, 2013, 06:15:45 pm »
I'm trying this, and it returns all of my tiles as having an ID of -1. Any ideas?

11
Support / Re: [2.1] Simple A * Pathfinding with 2DTK
« on: August 22, 2013, 06:22:27 am »
Trying to implement this. I get this every frame:
NullReferenceException: Object reference not set to an instance of an object
Pathfinder2D.OnDrawGizmosSelected () (at Assets/Pathfinding/Scripts/Pathfinder2D.cs:741)

12
Support / Re: [2.1] Simple A * Pathfinding with 2DTK
« on: August 21, 2013, 06:43:15 pm »
I'm trying to find someone else's solution that is viable. It is my understanding that I have to convert the tilemap to a format friendly with A * or something?

13
Support / Re: [2.1] Simple A * Pathfinding with 2DTK
« on: August 21, 2013, 04:30:47 pm »
I couldn't really explain what I tried, because i have no idea what i'm doing.. :/
Umm..any starters?

14
Support / [2.1] Simple A * Pathfinding with 2DTK
« on: August 21, 2013, 07:49:36 am »
Can any of you fine folks explain to me how I can get Simple A * Pathfinding to work with 2DTK tilemaps?

I feel like it shouldn't be this difficult...

:/

Thanks!

-Joe

15
Support / Re: [2.1] CharacterController "breaks" collision, goes haywire
« on: August 18, 2013, 01:09:24 am »
That worked! Thank you so much :)

Pages: [1] 2 3