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Member Since 14 Mar 2005
Offline Last Active Apr 19 2014 11:43 PM

Topics I've Started

Is this incoherent?

10 October 2013 - 04:52 AM

I am imagining having a 2d worldmap like FF6, except you can "enter" any tile and be taken to a side scroller procedurally generated terraria style map. I was thinking of how to have multiple terraria maps be coherent in a game world, and that is what I came up with. The player could choose a tile and build a village on it, which would change how the tile looks on the world map. I kind of see the micro actions of the player on the local map level affecting macro things on the world map level.


Do you think this kind of system would be fun? I am not sure if I am over thinking it, or if it needs to be more coherent. I am a little scared that switching from a side scroller view to a top down world map will be too weird(thought I loved the way link 2 did this). I want to make the world map be more meaningful instead of just being a tile placeholder for side scroller levels. I guess I could say I am trying to think of ways to make the world map more fun. Thoughts? Thanks. 

Tile Map Collision - TileData vs. Colliders

09 October 2013 - 04:52 PM

Hello. I have a large tile map(8400x2400) and am streaming the tile data around the player as he moves around(no collision yet, so just a camera). I am debating between using colliders on the tiles that are within a small radius around the player, or any object that can collide with terrain. Are there any advantages to dynamically adding and removing colliders to tiles for collision vs. having all of your collision logic be based around the "solid" tile data of a tile? 


I am using Unity, so it is very easy to have the collider logic work for entities with a rigid body. I would just like everyones input. Thank you!

Attaching object to mesh outline

24 August 2013 - 12:41 AM

I am trying to achieve the following:





I want to have a point that can "attach" to a mesh and follow its outline, but I cannot for the life of me think of how to do this. Any ideas? Thank you.

Animation Design Help

24 August 2013 - 12:06 AM

So I am working on a 2d game in Unity where the player can climb walls. The climbing is more like what real life climbing would be, not the generic 2d climbing we usually see where the player just sticks to a wall and walks up it. My current design of what this climbing system would be is to have a mesh that represents a wall, and have some kind of system that allows the player to climb the wall by pressing buttons and moving to the next "point" on the wall mesh. 


I believe this would allow the player to actually climb along the wall, but I am thinking about how the animation would work, and I am having design issues. I am curious as to some common ways to design animations so that they look "correct" when a player is moving towards a point with his arms and legs. The players body would need to rotate properly as he is climbing the wall so that he appears to be touching the wall, his arms and legs would have to be in the correct positions, etc. 


I know my question is pretty vague, but if I have conveyed enough information, and you have any ideas that came to you as you read this, I would appreciate some general guidance or wisdom on this. Thank you very much!

Digging Tunnels In Map

24 June 2013 - 11:55 PM

Hello. I am trying to make a game that has ants digging on a map, and I am having issues with designing how the map will be programmed. I would like the ants to be able to dig tunnels anywhere in solid ground, and I cannot think of a good way to design this. Does anyone have any guidance or articles that they could point me to? Thank you very much.