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Messages - DeCeOnline

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Support / Re: 2D Top Down game best practices
« on: March 17, 2014, 04:44:40 pm »
Thank you for your reply, zeteginara. It works just perfect with the technique you're using. Thanks a lot for the tip!  :)

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Support / 2D Top Down game best practices
« on: March 12, 2014, 11:02:29 am »
Hi there!

I've been reading and looking for similar posts in this forum and in Unity forums, but, although I've found some useful information, I'm still trying to figure out what would the best practices be.

Here's my context:

I'm trying to develop a top down view game, but I don't know if tilemaps are right for me in this case since I will be using drawn maps, like the images shown:





Video: https://www.youtube.com/watch?v=GmMosNHhyxI

If you look at the map, it seems that tiles are not the best option since each one will be different. What would be the best approach to get something like this? Right now I'm using the map as a background image.

Another problem I'm facing is the map bounds (like rocks or free falls). A mesh collider would be the best option for this?

Last, but not least, when I want an object to be surrounded by my player, the front part of it should be placed behind my player so he is above (in Z axis) of it. The opposite happens when the player is behind the object. I've approached this problem by two different ways:

1) Splitting up my object in two: one to be placed behind my player and the other to be placed in front of it. Although it works, I feel it's not optimal at all.
2) Attaching a trigger to the base of my object so when it's triggered I'm changing the Z axis back or forward, depends on my player position. It also works, but I don't know if this is the best option.

Any tip will be highly appreciated  :)

Thanks!

3
Support / Using Unity 4.3 Animator and 2dtk Sprite
« on: March 01, 2014, 11:00:51 am »
Hi there!

I'm developing a simple Super Mario with 2D Toolkit, using a tilemap and sprites. I'm trying to figure out the best way to combine Unity functions with 2D Toolkit functions. I've read that tiles can't be animated and I'm using sprites to animate certain blocks (like when you push a block containing a mushroom). I'm used to Unity Animator panel and its parameters in order to switch from one animation to another and what I want to know if is there any way to keep using these Unity functions and mix them with the tiles. My main problem is that the spritesheet is not an Unity Sprite so I can't drag the sprites to the Animation panel and I have to use 2DTK Sprite with Animation instead (and the Animation editor too). I should switch from one animation to another by scripts and if I can avoid that it would be more efficient, imo. ∫

Another question is... what's the best practice to follow when I want an specific animation looping? For example, I want a waterfall looping in the background. What's the best less memory consuming practice? 

Thank you!

4
Support / Re: No colliders are being shown
« on: February 27, 2014, 04:52:12 pm »
Thank you for the reply.

Then something estrange might have happened because I've hit play several times and the colliders didn't act as expected.

Anyways, I've manually pressed the commit button and worked just fine!

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Support / Re: No colliders are being shown
« on: February 27, 2014, 01:22:56 pm »
My bad!

I forgot to press "Commit" in the Tilemap (in Project view). I pressed commit in the editor mode but not in the project view. Although it's advised in the tutorial, I think it's not totally clear.

Anyways, thanks for your good work!

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Support / No colliders are being shown
« on: February 27, 2014, 01:06:02 pm »
Hi there!

I think 2D Toolkit is awesome, but it's not the first time I run across the same issue. The thing is that once I've built my tilemap, I want to set some colliders (specifically the ground) so my player doesn't fall. My player has a Rigidbody2D and a BoxCollider2D and I set the Box Trimmed collider option to my ground tile and I hit commit. When I select in the Hierarchy view the Tilemap Render Data, the collider mesh should appear, but it's seems to be missing.

Following this tutorial (http://www.unikronsoftware.com/2dtoolkit/doc/2.10/tilemap/tutorial.html) also happened to me once. I had to set each collider one by one and making sure the mesh didn't disappear. I finally did it this way, but I think it's far from what should be done.

What am I doing wrong? My collider depth is set to 10 too, but still nothing happens. I'm using 2D toolkit 2.3.3 with Unity 4.3.3f1.

Thank you!

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