Tuism
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Thaaat's the one! So I can have a public variable, then when it gets instantiated, in Start, Find the specific GUI object and fill the public variable with it to use for the lifetime of the instance, right? Cooool :D Thanks!
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Wow it looks awesome, how much work's gone into it? :D Zyrtuul... Is that a Starcraft Protoss name? Is it a Starcraft fangame?
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OMG SO IT *IS* THAT EASY!!! THANKS!!! :D Then another one that's supposed to be easy... I have a public variable declared. A reference to a GUIText object so I can change the GUI on the fly. I have a prefab that's not on the scene yet... I can't …
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So I've been trying to get this global variable thing to work and it looks so basic but it doesn't work... I have an empty gameObject in the scene, with this code on it: using UnityEngine; using System.Collections; public class GameSpeedControl …
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Samurai Pizzabros. Brostar~ Brostar! Wait I think we've gone down this route before :P
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Yeah I'm trying to keep it simpler rather than making it more complicated, so I can throw more features in to test and wrangle. This weekend's been blocked off for jamming (on another game, mind, but the benefits will be simultaneous) and I hope to …
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@FanieG yeah that's the trigger thing I was referring to - however triggers ignore physics and my player objects use physics to fly up and down. Which means I can't just trigger everything... Is it a bad idea to mix objects with rigidbodies and phy…
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OK I just tried SphereCast and it didn't do anything different. The biggest issue seems to be that raycasts only hits one facing face, which means... Let me illustrate: So I suspect SphereCasts follow the same principle just with a thicker stroke…
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That's the plan! :P mechs will be in ALL my games EVER :P
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Oooooh, I honestly didn't think about that at all, yes it was from the internet, and yes it's probably copyrighted. Er, anyone have a suggestion? XD Wrench? XD
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@FanieG what you're experiencing is the firing rate - You can hold down the button to keep shooting, but only at a certain rate. I capped it explicitly - I originally had it more "responsive", which meant holding the button down was auto fire, but i…
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@farsicon, does that mean OnCollisionEnter works without rigidbodies? Does that mean OnCollisionEnter work with moving stuff with Translate? I've put up the latest web build of Jack King, there you can see the way collision detects differently from…
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The game's been updated to demonstrate the jacking mechanic :) WEB BUILD https://dl.dropboxusercontent.com/u/15257303/game_dev/Jack_King/index.html If you fly into the target zone when a vehicle has been damaged past a certain threshold, you will …
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@hermantulleken in my game sometimes the enemies get close enough to the player for the origin of the shot to overlap the enemy, so they are created "inside" the enemy object's collider. The enemy object itself doesn't hurt the player. But the playe…
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I made them, and they were made that way to fit with the overall style of MGSA (the logo) - chunky red pixels. Saying to make them nicer is like saying mario should have more polygons :) Sure there could always be improvements if anyone feels like …
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I used OnCollisionEnter to start but then when I wanted to work with layers and tags it didn't seem to work easily. Ruan (Free Lives) suggested that using raycasts for projectiles were easier and didn't have to worry about the collision matrix or ph…
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Hi guys I'm using a raycast to detect bullet vs enemy collision, but when my bullet is generated "inside" the enemy's collider, it's not detected as a hit - is there a way to have the collision detect even if it originated inside the collider? In …
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86! This one's my favourite one of the lot, I like the collection of game design decisions taken: 1. I like the pathfinding and that the circles can block each other 2. I like that the circles can move anywhere EXCEPT when blocked (I thought they …
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Wow I loved that article, and made me wanna take a look at Beyond. Indigo Prophecy was one of my favourite games a while back, and I did kinda enjoy Heavy Rain despite feeling quite let down by some of its narrative and immersion-breaking repetitio…
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Hey, is Joburg also gonna do a screening of this? :D
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I don't disagree - change should happen, but after 3 years... :P the first 10 minutes would probably have changed *that* much already :P I hope Chris does the most he can with his time :P
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errr, i don't think he's gonna change the story drastically post alpha. Of course he could, but I still don't like spoilers in general :)
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I feel the game needs keyboard controls of some kind, maybe with these keys: WE A D ZX As turbo clicking seems a bit prone to mistakes. OK touch would be much better. And in-between animations. Though of course this was a one-day game :P Day 2…
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It would be nice if everyone [spoiler]used spoiler tags[/spoiler] :)
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I'm assuming that talk will be Unity-centric? Which would be awesome :) Awesomer if the same stuff could be GMS-considered :)
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Y U link not clickable :P http://www.stasisgame.com/getstasis omg 1gig :O Gonna have to wait :P
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Oh, that's just advertising kicking in :P
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I would try and make the message more like "this is what Grids did for us in a day, imagine Grids it could do for you" :)
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On the same note as matt's, play the game link must be the most important and big - right now it's under see all 30 games, which is both functionally pointless at the moment and not as attractive or important as play the game. Play the game! That mu…
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Yeah seconded - the monsters don't get surrounded to register a win past the first time. I've even refreshed the page and it was still not registering the win. Awesome first game! Your wunderbarr's been set! :D
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Wow sagamedev.com is a huge black hole. I think we really need to look at trying to get that url again? Or at least get makegamessa represented on that page? We should put in the URL makegamessa.com into the description on the facebook page. And pr…
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Thanks guys! I'm going through all the reading and it does help a lot conceptually :D Now to apply the theory... :)
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MAN THAT IS AWESOME, wishing HARD that I could be a part of it. Alas, real life precludes that. And every time I say that I feel lamer and lamer. ARRRRRRRRRRGHHHH >_
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It must be real art with real artistic intentions, because I don't get it. And if you're asking people to use their imaginations then you sound like you're just making stuff up to shut me up and don't really believe in what you're saying. Note how …
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Erm. First of all let's not get personal, and that was getting personal. I don't feel the need to defend DD as being more than a pixelart game because those who have played it know what it is. Second of all, I think it's fair to say what you guys …
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From another thread: Saying thanks helps to change the tone away from defensive "my idea is sacrosanct" to open communication. Always evaluate any criticism for what you could learn from it, irrespective of the source, digging deeper will reward you…
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Proof that pretty graphics and great water simulations don't mean much without hactual gameplay :) Wow you weren't kidding about that utterly arbitrary camera flip. I wonder if this was supposed to be as retarded as Surgeon Simulator. Except......…
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Yeah good time we get some of this down, good stuff :) thanks for putting it together :) "Don't take criticism personally". People's criticism on your game/idea/thing isn't there to make you feel bad, it's there to improve your game/idea/thing. It …
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It's a hit getter, that's the point. I dunno about parody. Or satire. It's riding the Bieber train for hits. Well, do let us know how that goes for the game.
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I found the transparency thing! :D It's in the color editor of the inspector when you're on the renderer - WOO :D
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Thanks! I'll try and get the player to remain sticking out the vehicle :P As for the city - I have 3 basic models made of blocks block blocks. Then I just make them at random intervals at two different z axis. The buildings themselves move along th…
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I don't see any option in materials in the inspector that lets you change alpha, and I haven't seen anything from Google... Will dig deeper :)
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@FanieG Hmmmm I'm not sure I entirely understand the solution you're proposing here, I have a prefab that I instantiate dynamically, and I want that prefab (is a collection objects, of two colours/materials) to be transparent at 0.5 alpha. I can't …
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Yes Illustrator and Photoshop. If you're making specific resolution images I think Photoshop is the right tool. But if Inkscape has layers, making a layer behind everything, colouring it, then switching it off when saving works too!
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So... There's no easy way to make an entire prefab/gameobject/whatever transparent by, say, a factor of 0.5? You have to manually go and find reference to all the objects and change their renderer.material.color.a on each's own? @_@
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Well by vectors I mean different things... directions... quantifiers... I think vectors does work, metaphorically speaking :P (factors work too :P) like some could be purely ground based and could jump, some could take more damage, some could have a…
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Hey guys thanks for the feedback! :) Yes different vehicles will definitely handle differently, fire differently, and just be plain different. There will be big vehicles and small vehicles, and the game scale will change accordingly too, so you cou…