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Messages - Bradamante3D

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TNet 3 Support / Re: Anti-hacking and anti-pirating measures
« on: June 05, 2013, 05:25:32 AM »
I thought about this too. How do you make sure that you only support legit customers? It's not like I see a user profile badge here on the forums that connects the forum nick to a purchase ID, or something like that.

The GDC vault says your talk was not recorded. Is that correct?

The developer should still be smart about it as much as possible though. For example in case of NGUI or TNet it would be a good idea to limit support to only legit customers. This would fall into the "reward legit users" category.

NGUI 3 Support / Re: Trying to understand menu swap
« on: June 03, 2013, 02:07:57 PM »
Uh OK looking at the code I see it.

The target is a GameObject and you get all tweens via

  1. go.GetComponentsInChildren<UITweener>()

and TweenTransform inherits from UITweener.


I just bought TNet and I wonder how to structure my project (on a macro level). I'd like to structure my code in a way that allows game play modes similar to Diablo II: a off-line mode with local save game files + local split-screen multiplayer (two players on the same keyboard) + local LAN multi-player aka. Open BattleNet. A online mode with save game files on a remote server, leaderboards + (nice-to-have) online multi-player where people can use the online save files aka. Closed BattleNet.

Now, how does TNet fit in? Obviously, I'd like to re-use as much code and assets as I can. In my game I got the usual stuff: space ships, planets, projectiles, particles etc.

Do I need two variants of my assets? One for local stuff (without anything TNet-related) and one for everything else? Or do I need three (offline, local multiplayer, internet multiplayer)? Or do I need only one variant? Where let's say a spaceship is full of components which I SetActive(true/false) on behalf?

Yeah I know it's hard to discuss high-level stuff on a forum. I bought the Space Game Starter Kit because I thought it would be an answer to my questions, but it seems the scope of the SGSK is a lot smaller.

NGUI 3 Support / Trying to understand menu swap
« on: June 02, 2013, 10:18:20 PM »
I am studying the NGUI examples and have a bit of trouble understanding them. In the Main Menu example and the interaction example you're are both swapping out content, i.e. moving them around. In the Main Menu you use animation, in Interaction a tween. I understand that part, but I don't see how you activate them from the Outside.

There's no script saying
  1. OnActivation
  2. this.GetTween().Start()


  1. OnClick
  2. target.GetAnimation("Name").StartOnce()

Know what I mean? How do you start them from the outside? Must happen somewhere in the Inspector, so I'm kinda frustrated I don't see it :(

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