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Messages - Graham

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User Showcase / Re: Kaptain Kat - Cats and Turtles Free [android]
« on: March 29, 2014, 02:36:20 PM »
I can get to like 30 now! Nice work :)

iOS Help / Re: Dividing the Screen into Two "Buttons"
« on: March 28, 2014, 06:20:24 PM »
You could use a guitexture, one to cover each side, once they are in place simply set the texture to "none" to make them invisible. Once this is set up, give each one a "Touch Gui Event" action, and set the "touch began" event to trigger whatever state you need.

Work In Progress... / Re: MARA - 2.5d platformer - WIP
« on: March 28, 2014, 12:01:05 PM »
The new screenshots are sweet, they give a kind of team fortress vibe with the lighting and architecture.

Awesome, I'm downloading now.

Let me guess! The app got rejected the first time around, and all you had to do to get it accepted was change the bird to pink?

Please do tell, lol.

P.S. I tried the game, it is actually quite a fun take on the genre! Good job.

User Showcase / Re: Heavy Bullets Beta
« on: March 28, 2014, 11:53:28 AM »
I like the visual aesthetics very much, I also like the visceral feel of the gun shot sounds and the effect of enemies exploding. Very cool.

Work In Progress... / Re: Pesky Parrot - RELEASED!
« on: March 28, 2014, 08:21:41 AM »
I would love to give this a try, just PM'd you.

User Showcase / Re: Kaptain Kat - Cats and Turtles Free [android]
« on: March 28, 2014, 08:18:33 AM »
Ohhh I can see it now! I can point out what the real problem for me is now that you mention that.

The blast for the next wave of projectiles is happening at the exact same time as the projectiles from the last wave are firing. This leads to confusion because it looks like the blast for the next wave is actually the blast coming from the current wave.

Do you see what I mean?

Not sure exactly how to change that, maybe make the blasts persist until the actually corresponding projectile has been released?

Playmaker Help / Re: Physics and moving platform
« on: March 28, 2014, 08:09:08 AM »
Yes sebaslive, my kit is in fact a 3d solution, just running on 2 axis'. If I knew why it works for me I would share, but I can't see what exactly I am doing differently.

I can tell you my character has a mass of 1.8, so I don't think upping the mass is a solution I would go with since it adds other issues.

Also, I can make my platforms go extremely fast and the character doesn't move an inch. Also my platforms do not have a rigidbody.

The only other thing I can point out is, my platforms move using the "iTween Move To" action. You say you move yours with velocity?

Playmaker Tutorials / Re: [Request]Classic Platforming game camera ?
« on: March 26, 2014, 03:14:17 PM »
I feel like loading a new scene for every screen would add a lot of load times, and break the illusion of your character continuing his run from screen to screen.

If it were me, I would have the whole thing as one large level, with empty game objects in the position of where you want the camera for each screen. Have a trigger volume covering each individual screen, when the player enters the trigger it sets your cameras position to whatever given empty gameobject you positioned for that screen.

Playmaker Help / Re: Physics and moving platform
« on: March 26, 2014, 03:03:56 PM »
My own kit uses a variation of the parenting solution sebaslive suggested. My character uses a capsule collider, and moving platforms work just fine. I don't think using a sphere is causing your sliding.

Does your collider have a physic material applied? If not, create a physic material and drag it into your collider's material slot. In the material play with the friction settings, perhaps this can help.

Another possibility is, you say it doesn't use the rigidbody gravity. Maybe that has something to do with your issue. What kind of gravity are you using if not rigidbody's gravity?

User Showcase / Re: Kaptain Kat - Cats and Turtles Free [android]
« on: March 26, 2014, 02:34:48 PM »
Well congratz on releasing the game! I tried it just now, it's very hard. I think it could be made to feel much more intuitive if you made the blasts on the right match up to the projectiles coming out.

It's confusing when you see a single blast at bottom, and two projectiles come from middle and top. If those were matching, I would be able to predict much more accurately where to move, and I think it as a player I would feel more in control and enjoy it much more.

It has some great potential for fun!

The style is definitely amazing. I can't wait until you get a full featured tutorial in there though. I wasn't sure of my objective.

Feels very experimental, I like that. I felt like I was really falling out of a building window after the first area. Well done, even though I don't know what on earth I just experienced.

User Showcase / Re: Kaptain Kat - Cats and Turtles Free [android]
« on: March 26, 2014, 08:57:43 AM »
Did you make the artwork yourself? Pretty cute art style.

User Showcase / Re: my first playmaker application
« on: March 26, 2014, 08:53:57 AM »
Looks great, if my phone could handle it I would definitely play.

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