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Topics - R3nD

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Showcase / A Logical Dive, a game made for the Cyberpunk Gamejam 2014
« on: March 16, 2014, 03:47:16 pm »
Hi all!
Here's a small game I made for the Cyberpunk Gamejam 2014 that took place from 1st March to 11th.
Everything's from scratch except my parallax scrolling manager (that I'm quite proud of I must say  ;D).



http://oddly-shaped-pixels.itch.io/a-logical-dive

Have a nice time playing it!

R3nD

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Showcase / [WIP] Super Rocket Shootout
« on: January 20, 2014, 11:26:42 pm »
Hi!
I've been trying for the past few months to get a grip on Unity and 2DToolkit and my prototype is slowly turning into a playable game.
It's called Super Rocket Shootout, it's a 12-bits (right between 8 and 16  ;D) multiplayer local brawler.
I've just made a gameplay trailer to show a bit of the mechanics:

http://www.youtube.com/watch?v=FUPy-DdabzQ

And I'll try to post more about the dev process on my blog : http://oddlyshapedpixels.blogspot.com/

Hope you enjoy!

R3nD

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Support / Problem with attach point and sprite flipping
« on: January 04, 2014, 01:39:47 pm »
Hi!
I've just bumped into a problem that I can't seem to figure out...
I have a sprite with several attach points. Some of them have stuff attached to them by design and other get attached stuffs on the fly. That's where my problem lies. When I instantiate a prefab and attach it to an attach point, then if I flip the parent sprite, I get the following error :

transform.position assign attempt for 'Player_goodtwin(Clone)' is not valid. Input position is { NaN, NaN, NaN }.

Player_goodtwin (which by the way is a prefab instance) is the parent object and its basic structure is the following :
Player_goodtwin->PlayerSprite(tk2dSprite)->JetpackLight(the attach point).

Here's the code when I attach the prefab instance to the attach point, quite straightforward :

Code: [Select]
Transform anchorPoint = transform.FindChild("PlayerSprite/JetpackLight");
Transform clone = (Transform) Instantiate(burstPrefab, anchorPoint.position+Vector3.back*0.02f, Quaternion.identity);
clone.parent = anchorPoint;

The prefab gets attached to the attach point, no problem. Besides, if I don't flip the parent sprite, no problem neither. The problem occurs only if I XFlip the sprite when the prefab instance is attached to it. It also occurs if I pause the game when the Burst prefab is instantiated and I flip manually the sprite through the Inspector.

When I flip my sprite with only game objects attached to attach points by design, I don't have any problem.


Any idea would be really appreciated  ;D

Thank's!

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