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Messages - R3nD

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1
Support / Re: Lightning problems
« on: August 03, 2014, 08:54:15 am »
True :D Don't know why I didn't think of that!

Thank's for your fast support as always.

2
Support / Re: Lightning problems
« on: July 31, 2014, 09:01:55 pm »
Sorry for the delay.

You mean only use an ortho camera. Won't I be able to use zoom in this case?


I know it's not that much but as a subscriber of the Pro yearly plan, I'll try to send a mail to see if they can speed things up, although I'm pretty sure you already did...

3
Support / Re: Lightning problems
« on: July 28, 2014, 01:56:08 pm »
Hi!

Sorry to bump this one up but it seems that the problem remains under 4.5 (using 4.5.2f1).
Is it possible "to vote" for the bug so that it gets corrected faster, and if so could you please pass the link?

I've been avoiding the problem for some time now by tweaking the ortho size of the Camera but now with dynamic zooming and lots of prefab lights, I can't seem to get anything satisfactory :/

Thank's in advance!

R3nD

4
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

5
Showcase / Re: [WIP] Super Rocket Shootout
« on: February 20, 2014, 11:31:46 am »
Hey, thanks for the like !  ;)

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Showcase / Re: [WIP] Super Rocket Shootout
« on: February 13, 2014, 07:19:52 pm »
Hey! Thank's a lot :)

Well, I've started this particular project last September so it's already been 6 months almost... It's kinda slow because I cant be more than 2 or 3 hours a day at it, and I'm alone on the project, coding, making the grafx and the music. That and also that I'm a bit lazy sometimes  ;D But the good thing is that gameplay is fine tuned now, so it's almost only designing the different stages.
I think I'll be soon releasing a Unity Web player based demo to try it 1 vs 1.

7
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

8
Support / Re: Problem with attach point and sprite flipping
« on: January 06, 2014, 05:28:16 pm »
Strangest thing... My BurstPrefab is an animated sprite and while I had deactivated the collider, some were still attached to the prefab.
So I deleted it manually and the bug disappeared.
I've generated a box collider again through the Sprite Editor, but I haven't been able to reproduce the bug.....

I guess the prefab wasn't in a clear state but now it's solved. Thank's again for having looked at it and sorry for the inconvenience!

9
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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