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Messages - ivydevelopment

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1
Support / Re: Poll 1 - Experience level
« on: September 02, 2014, 11:51:34 pm »
Beginner, driven by passion. Learned C# and Javascript while making a rather ambitious game. I feel pretty comfortable in the environment now. I can throw together some pretty interesting games without having to seek for assistance. Although I am always looking to see if there are better/more efficient ways to do the same thing.

2
I have figured out the answer myself. I didn't click on a sprite within the Data menu before looking for the Prefab feature. You MUST click on a image before anything will appear.




I was following the tutorial on tilemaps and I noticed the easy prefab override option available...or what is suppose to be available? I don't see the Prefab option in the Data section of the 2DTK Tilemap script. I have included a picture of what is suppose to show, but doesn't.


3
Support / Re: Need help with animations
« on: August 18, 2014, 12:14:47 am »
Thanks a lot, I'll check into that method but I seem to have found out an alternative just before you posted. It appears as though this works perfectly...I don't suppose it will cause problems later down the road will it?

   void FixedUpdate() {
      float moveLeftRight = Input.GetAxis ("Horizontal");
      rigidbody2D.velocity = new Vector2 (moveLeftRight * walkSpeed, rigidbody2D.velocity.y);
      float moveDownUP = Input.GetAxis ("Vertical");
      rigidbody2D.velocity = new Vector2 (rigidbody2D.velocity.x, moveDownUP * walkSpeed);
   
      }

4
Support / Re: Need help with using Sprite ID's for hit detection
« on: August 18, 2014, 12:12:01 am »
Yeah, thanks a lot. I just made a breakthrough. I'm figuring this stuff out. Thanks for the help.

5
Support / Re: Need help with using Sprite ID's for hit detection
« on: August 17, 2014, 09:39:04 pm »
I don't think you can attach various tiles created using the 2D Toolkit. The more I use 2D Toolkit the more difficult it seems to be for my particular game. Every solution I run into is to just use built in Unity functions. I got 2D toolkit for it's tileset abilities, but it's proving to be more troublesome than it is worth.

The objects that I need to add special events too are tall grass, cave tiles, trees, water, ect. I got the toolkit so I wouldn't have to copy and paste large sections of prefabs to make my world. It is seeming as though that is what I'm going to have to do regardless :(

6
Support / Re: Need help with animations
« on: August 16, 2014, 09:59:04 pm »
How are you moving your character? There are so many ways to do this in Unity that it probably is impossible to guess what you're doing and why this is happening ...

I'm not able to use Ray Casts or any tagging systems to help me with my normal script so I'm using a script very similar to this. (At least from what I'm seeing so far).

if(Input.getkeydown ("s")) {

transform.position = new vector3 (transform.position.x,transform.position.y+1,transform.position);

}

Within Unity itself I would throw tags onto my collision objects with a bool to see if the player can move through it or not using ray casts. With 2D Toolkit I'm a bit lost because I don't seem to be able to tag items.  What I want to do, and I don't know if I can do it with 2D toolkit or not is this.

if(Input.GetKeyDown ("s")) {

 if (Physics.Raycast (transform.position, dwn, hit, Reach) && hit.gameObject.tag == "Passable") {

transform.translate (Vector3.down, 0);

}

}

I know the example code I wrote isn't complete, but I think it should give you an idea of what I'm doing, and more importantly what I'm doing wrong. Thanks for taking the time to help me :)

7
Support / Need help with using Sprite ID's for hit detection
« on: August 15, 2014, 10:43:13 pm »
Hello, I am trying to get my code to detect when I am walking in tall grass. I have a wildBattleEncounter script that should only run when the player is walking on the tall grass sprite. I've thought long and hard about it and I think the only way to do this would be to use the Sprite ID or Sprite Name. I've experimented with the Get tag and Get Name functions but it doesn't seem that TK2D uses Unity's built in tagging/naming system. Is there a function that I can call that will spit out the spriteID and/or name. Here is an example of the code I'm picturing in my head.

if(GameObject.FindGameObjectWithTags ("44")) {

wildBattleEncounter();

}

I apologize if what I am doing is completely wrong. I'm still trying to understand how 2D Toolkit does all of it's magic. I like the Quick n Simple tutorial series on youtube, but the videos they have are very limited and from what I've seen I never saw them use the sprite ID for anything.

8
Support / Re: Need help with animations
« on: August 15, 2014, 07:54:42 pm »
Okay, thank you very much for taking the time to help me. I appear to have run into another issue. I'm trying to setup collisions with objects like trees. I've followed various tutorials online, and read the official documentation on this site, but I'm not getting the results I'd like. I can get the collusion to work if a object falls from the sky and hits a tree,  but in a scene that is very much like the Pokemon world I walk into a tree and it bounces me up into infinity and if I attempt to walk into the tree enough times I'll eventually walk right through it and my character will start spinning. I've locked the X,Y,Z positions within the 3D rigid-body and that seemed to fix the rotation, but my character still moves up endlessly. It acts as though I'm playing pong :P

9
Support / Need help with animations
« on: August 13, 2014, 12:22:39 am »
Hello. I'm making a 2D game very similar to Pokemon. I need to be able to drag and click large amounts of textures at once. I can do this using the default tilemap, but I want to be able to mass click animated tiles. I'm currently attempting to animate all the water. I don't see any easy way of doing this aside from making single animated sprites and copy and pasting several times.

I'm assuming there is a easy way of accomplishing this?

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