Tuism
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- Tuism
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Comments
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I don't use Inkscape so I can't really help there... But what Asbestos says is pretty much right. And are you sure there's no option to make the transparent background represented by something? In photoshop it's a checkerboard pattern by default.
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http://www.destructoid.com/desktop-dungeons-finally-sees-full-release-on-november-7-264497.phtml This thread is going to be EXPLODED with these if that's what we're doing :P
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Question: How to make a whole prefab have an alpha of 0.5f? I can't do it in the Inspector, so I have to do it in code. So how to I refer to elements inside of a prefab? I've already instantiated the object, that works: GameObject InstantiatedT…
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Logo looks cool :) I honestly don't know how many people will get the a reference (it looks more like a in a circle than @), but it DOES make a good story when people go "huh what is that?", which is another great point for marketing and talkability…
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@Pixel_Reaper thanks for the code I'll look into it! :D @hermantulleken I know you're right, I'm really more looking for a simpler syntax that I could remember/make sense of instead of square brackets and funny things :P But yeah, for now getting it…
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To be honest I'm just happy that I could read your code and understand it enough to say "hey that's not gonna work for me" :D :D :D
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@Pixel_Reaper I'll try that out when I get home, just a few questions: 1. can I use layer instead of tag? How would that code look? I've not been able to figure out the layer variable yet. It's an int but wouldn't work when I put in just a number..…
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@Elyaradine Where is the collision detection bit in your script? In my examples there were two methods of collision detect - one with rigidbody and OnCollisionEnter, one with Raycast and getting a raycastHit back which needs the GetComponent... the…
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@FanieG I'll put a build up tonight if I have a chance, it's a runner, and it's about hijacking EVERYTHING from flying trucks to attack choppers to mechs to EVERYTHING :D
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Is there an equivalent in Raycast to using the collider to get a collision and then using it to manipulate the object being hit? OnCollisionEnter(Collision other) other.enemyLifeCurrent -= 1 That works, the raycast version (described in my previou…
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That's bloody fantastic! Well done! :D It's been a long long time coming!
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OK! Thanks to @rigormortis this one's solved! :D I just needed to refer to the script component - so EVERY level is needed in Unity/C# - scripts in GMS used to just add variables to the stuff, in Unity you need to level through the script itself too…
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Edit: Solved! Answer in next post! OK now I'm stuck again (sorry for being a frequent flyer here...) I have a bullet object with this script on, which raycasts, and if it hits something on the enemies layer, it destroys self and instantiates an ex…
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Edit: Whoa whoa whoa I think I got it working :D Simple question: I used to fire projectiles with: Rigidbody InstantiatedProjectile = Instantiate(projectile, transform.position, transform.rotation) as Rigidbody; Then the goo…
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@mattbenic Oh thanks! That helps a lot! Is there something similar for order of scripts that fire off throughout the entire game/scene? What I'm struggling the most with is stuff like where to call stuff and what to aim them at. Dunno if I'm making …
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Thanks guys :D Then I just realised that conceptually I didn't understand it right: Is it a single on/off switch that happens once and the ignoring happens the whole time, or is it called every frame on Update to maintain the ignore?
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Oh hells yea connecting mobile to a PC is awesome, that's something I'd LOVE to do, eventually. I want to make iPhone iPad connection standard in all my games (one day). What's this done in, UDK I see, but are there external libraries or stuff tha…
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To simplify and shortify: Where do I call IgnoreLayerCollision? Can I please have a usage example? Is it in a gameObject in the scene in a StartUp()? Is it anywhere outside StartUp() or Update() call? Thanks guys for your patience @_@
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Lol colour me confused too, I'm with @Fengol, the correlation between what's going on on-screen and in your hands seem to be 0%... Is it some kind of cool AI that does stuff, which is "started" by a mobile device?
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OK, I think I got the idea of classes and objects. The biggest challenge I have right now frankly seems to be: Where to put scripts... what is accessible from where - in GM and flash it's quite simple - there's a root/stage/whatever, and everything…
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OOOOKKKKAAYYY!!! I think I finally get it... First of all I have/had no idea what a "class" is. Now I think I have an inkling. That Global isn't a keyword like I thought it was - it's just a name - I could name it ANYTHING and it would work (as lo…
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http://www.twitter.com/tuism, I hope you all know that already :P and http://www.tuism.com
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so if I declare the variable as public static in any script, I can access it from any other script?
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Nice one! :D
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Holy crap I feel REALLY stupid now. @dislekcia your code is theoretically *that* simple. I get that it should be that simple. But where the heck do I stick that first bit of Class Global, etc? I tried putting it in something like this: using Unit…
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So... You can declare any variable as public, with the script name as type, and then link it up in the unity interface as reference? public RunningController runController; Can be read as: public nameOfExternalObject objectNameInThisScript; Is t…
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That first bit worked - I'll stick with that for now :P THAAAAAANKS :D Cross-engine syntax and stuff is so hard to wrap head around @_@
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:O I don't get it... I've been trying that and it hasn't been working... I have a gameObject. It's named controllerRun. It says so in the hierarchy. I have these instantiated prefabs, Building01, Building02, Building03. In them are a script compon…
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THANKS! :D That worked brilliantly! Not quite understanding the difference between 1 and 1f - cos they seem to be completely different units (if I move it by 1 it's too big, if I move it by 1f it's not big enough, clearly they're different units...)…
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On a related note - why can't I use transform.Translate to move by a number smaller than 1? For example transform.Translate(-0.1,0,0) gives me an Error... Is there no way of tweaking movement to a slower speed (I'm doing this per step) unless using…
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Oh hells yes I don't mind the jack, it's all relavant info anyway :) I haven't had a chance to try the info out (life getting in the way of game making, what IS that?! :P), but really thanks everyone for the input! :D
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Thanks for the prompt input guys! I'm at work so I'm not going to be able to fiddle with anything just yet anyway, so I'll take whatever asset/code/whatever that comes this way when I get home! :D At this stage I'm only going to venture into the fr…
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Erm, just wanted to say that I tried it briefly, the new build, and it was still laggy to the point of being really painful to play, dunno if it's cos of my machine at the moment (at work), or just general performance. Will give it another shot late…
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My first encounter with Qaternions today: Instantiate(Building01, new Vector3(20, 0, 0), Quaternion.identity); Was mostly a copy paste, but somehow I feel justified in joining the big boys' club :P No, I don't know what it means :P Yes, it sounds…
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The changes are fantastic! Well diggidy done :) Love the hover options thing, looks great, works great.
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Cooool, so what do you mean by fixed notification issue? Cos I had something in my inbox handy (hehe) and I just went to read the inbox, and there's still a (1) next to my name Tuism :P
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Yep yep this one is a lot clearer, good stuff :) Do try to keep the @ clear as possible, especially in colour. Good good :)
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Just wanna say that I *really* want the latest poster on the left as opposed to thread starter, because every time I see as it is right now I get confused :p
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What Dipso said is spot on :) A logo shouldn't be illustrated but rather designed - and legibility is much more important than artist license... Yeah the idea is cool if it works out, if not then it should be taken back to something simpler and easi…
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I think it could benefit SS tremendously to have a mechanic to mutually exclude some cards from each other to diversify deck construction... In magic it's mana colors, in Netrunner it's faction and influence, in ac recollection each deck can only ha…
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You should definitely give it a go, it's my go-to cardboard crack since I weaned myself off Magic :P And it has ALL THE DEPTH EVAR :) On topic... I agree with Nandrew, every strat needs a hard counter, or else you'll end up with something undefenda…
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WHOA. An @ is REALLY stretching that design. I can't even really tell after you describe it to me. Why not have it DD or Dd or dD or something? Feels more immediate and apt. Heck whack all three in if you can then :P @Dd :P Nah I think simplify in…
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Is there supposed to be a DD hidden in there? I can kind of see it but kind of not. It could be a P too. Or a J. Kinda a biiiiit too vague. I do like the wax seal type thing going on. I think that's what it is. Is it?
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Reporting in :) I assume the profile page isn't suppose to look like this :P
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@Nandrew have you played Android: Netrunner yet? :)
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Hmmm, I don't mean put in cards that the player will have no idea what to do with, I meant put in cards that were like Colossus of Sardia - that gives beginners the feeling of power, but then eventually they'll realise it's a super limited card that…
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If 3, then there should be a "by" in front of the original creator's name. And just make sure that if the thread name goes too long it doesn't break the formatting. The date to the right looks like when the thread's started though. Just make it smal…
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2 for the most clarity!! 3's post starter name next to the star is ambiguous. Star Hanli? But just move the timestamp of latest post to after most recent and change its font to the same as everything else. Why does it need to be in a higher weight?
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Can't make tonight, Thursdays I'm usually not available... I'm looking forward to the recordings already! :) Just noticed that a bunch of videos have went up on the YouTube, gj everyone :)
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Oh daayyyyyum :P So you *can* make 3D stuff, though it still looks mad daunting, tbh. What would be interesting if someone took a parallel project and built it in Unity too and examined the differences. Though of course this guy wouldn't do it, he…