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 - SullyTheStrange

Pages: [1]
1
Support / Re: Which shaders are NOT vertex lit / fixed function?
« on: July 22, 2015, 09:14:15 pm »
Also perfect! :D Thank you very much! Everything else with tk2d has been working as it should on Wii U so far.

2
Support / Re: Which shaders are NOT vertex lit / fixed function?
« on: July 22, 2015, 08:39:33 pm »
The Wii U gods have accepted your offering, the depth mask works perfectly now. Thanks! :D

I'm pretty sure BlendAdditiveVertexColor was just a random thing you posted here: http://2dtoolkit.com/forum/index.php/topic,391.msg1708.html#msg1708

Is there a simple way to salvage that one too? It's not as critical as the depth mask, but it does allow for some cool effects.

3
Support / Re: Which shaders are NOT vertex lit / fixed function?
« on: July 21, 2015, 08:32:05 am »
Just got my own Wii U dev kit up and running today, I've been afraid to see what shaders won't be supported. Looks like BlendAdditiveVertexColor is off limits...

And I haven't gotten my build working well enough to test it myself yet, but the output mentions the Depth Mask shader being unsupported too. Do you know if that's true, unikron? If so I'm in some big trouble, I use that in so many places... :(

I'd wait until I get the build working myself, but I was hoping to have the Wii U version functional for a show in a few weeks, and if this is true then I might as well not bother for now since I'd have to redo/remove everything using the depth mask. If it's true, is there any way to replicate that effect without a fixed function shader? I'm helpless at writing my own...

4


Hey everyone! I'm the founder of Starfall Studios, a four-man indie developer working on our first game, Sneaky Ninja. It's a 2D stealth platformer -- think Mario with more ninjas, and Mark of the Ninja with more jumping -- being made for PC/Mac/Linux and Wii U!

We just launched our Kickstarter today! Check it out and let me know what you think! Constructive criticism is more than welcome, we're always looking for ways to improve the game or the Kickstarter page itself. If you like what you see, show us a little love!

Check out our Kickstarter!






5
Showcase / Re: WIP metroidvania style pixel art game
« on: June 01, 2013, 09:43:07 am »
Truly awesome work. One thing I want to mention though, I found a teensy glitch. :P If you jump immediately after shooting and then start mashing S and D alternatingly you can shoot really fast and sort of infinitely float backwards. Unless that's intentional for some reason, in that case ignore me!

6
I recommend using the CharacterController or rolling your own technique instead of using rigidbodies and AddForce()
From what I've heard this is the way to go. I found a pretty good script from a Youtube video that uses CharacterController, if nothing else you can use it as a base and tweak it for what you need. Download link in the description:

http://www.youtube.com/watch?v=lp4sNXgeiKE

7
Support / Re: Parallax scrolling
« on: May 22, 2013, 08:33:06 am »
I do my parallax scrolling with 2 cameras. One is my ortho and one is perspective.
I picked up the technique from sizefive games.
http://www.sizefivegames.com/2012/11/07/using-unity3d-for-the-swindles-2d/
Thanks for the link, very helpful stuff. :)

8
Support / Would there be any issues making an in-game level editor?
« on: May 16, 2013, 08:45:17 am »
Hi all,

One of the planned features for the game I'll be porting over to Unity is a fully featured in-game level editor, which not only would players use but I would too for the game's levels themselves. I haven't actually purchased 2D Toolkit yet and I don't 100% understand all the technical things it does, so is this possible to do? Can levels be made during run-time, or will I lose out on some of the optimizations performed from the editor?

Any help would be appreciated.  :)

Pages: [1]