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Messages - adam

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1
Support / Tilemap Question
« on: May 21, 2014, 06:18:55 am »
Just wanted to know what sized tiles most people used for their city building style games or rpg games, We are currently using 256 x 181 but I am not sure if this is too big for each tile?

2
Support / Re: Isometric Tilemap colliders
« on: April 14, 2014, 01:55:42 pm »
we are currently using prefabs for buildings and initiating them using
currentBuilding = ((GameObject)Instantiate(b)).transform;
and then moving them with
currentBuilding.position = new Vector3(p.x,p.y,-90);
the problem is using gettileidatposition always returns -1, Is there something we are doing wrong?

3
Support / Re: Isometric Tilemap colliders
« on: April 14, 2014, 07:11:14 am »
what if you have buildings that are 3x3 or 4x4 is this still the fastest way, checking 9 or 16 tiles or are colliders going to be faster?

4
Support / Isometric Tilemap colliders
« on: April 12, 2014, 12:46:45 pm »
What is the best way to check if the tiles a building occupies are colliding when you go to build a new building with an isometric tilemap.

Do you add a isometric box collider?
Add invisible tiles under the building and use gettileat?

would love to know the fastest and best performance way to check thanks.

5
Contract Work / tutoring needed
« on: April 10, 2014, 03:56:35 pm »
Looking for a tutor that can help us with 2d toolkit.

We are looking to work with someone on skype that can teach us how to do the following and explain as we go so that we can learn.
- build an isometric tilemap (this part we can already do)
- place a building onto the tilemap
- lock the building onto a grid
- move the building around only when the mouse is over the building and move the background around when not.
- set building properties (level,name etc)
- run background processes to determine when user can collect from buildings.

We are looking for someone that is experienced and can write optimized code thanks. We are willing to pay a good hourly wage for a good tutor.

6
Support / Re: Locking onto tile with isometric tilemap
« on: March 25, 2014, 03:57:49 pm »
ok I am still learning unity and tried doing what you suggested with the following code
int a, b;
temp.GetTileAtPosition(transform.position, out a, out b);
Vector3 newposy = temp.GetTilePosition(a, b);
x = newposy.x;
y = newposy.y;
z = transform.position.z;
transform.position = new Vector3(x, y, z);

Unfortunately this does not seem to work at all..any ideas where we went wrong?

7
Support / Locking onto tile with isometric tilemap
« on: March 24, 2014, 10:26:48 pm »
I have been using the following code for an isometric tilemap and getting the sprite to lock onto tiles but it is missing some tiles so though i would post here and see if someone can help

below is a small example of tiles x it can lock on but 0 it misses
x x x
 0 0
x x x

the code we are currently using is as follows
public float xwid = 1.3f;   width of the tilemaps
public float xheig = 0.45f;   height of the tilemaps

x = Mathf.Round(transform.position.x / xwid) * xwid;
y = Mathf.Round(transform.position.y / xheig) * xheig;
z = transform.position.z;
transform.position = new Vector3(x, y, z);

thanks in advance.

8
Support / 2d toolkit help
« on: March 19, 2014, 02:29:58 pm »
Hi have recently purchased this 2d2k toolkit and finding it great so far. Have generated a tile map, painted tiles and made a camera that moves and zooms around the tilemap.

The next step for us is to place buildings onto the tilemap as we are hoping to create a city builder game. We are now completely lost and if anyone has any tutorials or anything that can help us do this that would be great.

We are currently trying to place a building onto the tilemap and have it lock onto the tiles as it moves.

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