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Messages - Sharpevil

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TNet 3 Support / Difficulty of integrating TNet into an existing game?
« on: February 14, 2014, 01:56:29 PM »
I'm currently starting work on a game that I know I want to have local multiplayer. I'm not sure whether I want to try to add online multiplayer to it, though. How much more difficult would it be to integrate TNet into the finished game compared to starting the game with TNet? The game is a 2D hack 'n' slash.

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NGUI 3 Support / Re: Bug(?) with UISprites
« on: December 12, 2013, 06:19:46 AM »
Alright, thanks for the info.

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NGUI 3 Support / Re: Bug(?) with UISprites
« on: December 12, 2013, 06:16:36 AM »
Could have sworn I'd done pretty much just that, albeit using the menu option under GameObject, since I didn't notice the shortcut.

Oh, as an unrelated question while you're still looking at the topic, is there a simple way to make it so the text that shows in a dropdown bar before you've opened it isn't selectable as an option? I'm building a prototype right now, so it's not really worth putting too much effort or time into, but it'd be a nice touch.

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NGUI 3 Support / Re: Bug(?) with UISprites
« on: December 12, 2013, 06:12:10 AM »
A-ha! There's the piece of information I needed! For some reason the object I was using to hold UI Elements shown on a particular screen was... 300 x 300 x 300. No clue why that happened. My UI elements now handle just fine. Thanks for the help, and sorry for the confusion.

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NGUI 3 Support / Re: Bug(?) with UISprites
« on: December 12, 2013, 06:07:16 AM »
The camera's orthographic size is 1. Assuming that's the variable underneath projection, which is set to orthographic.

I have discovered that the buttons move fine when placed in the UI Root, rather than being parented by a child of the UI Root, so I assume they just have to be directly parented to move correctly. Though they seem to work perfectly fine if I move them, then put them back into the game objects where they were before.

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NGUI 3 Support / Re: Bug(?) with UISprites
« on: December 12, 2013, 04:59:30 AM »
Hm. Perhaps it's an issue with the UIRoot, then. Or perhaps...  Can I not have my sprites as children of children of the UIRoot? I was organizing them within GameObjects based on which "Screen" they were in.

The problem is, while the sprites were snapping to whole numbers, the camera of the UIRoot only seemed to be about 2.5 units in width, and less in height. So there were basically six positions within the UIRoot I could snap an object to, most of which put the sprite partially outside of the screen.

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NGUI 3 Support / Bug(?) with UISprites
« on: December 11, 2013, 12:33:36 AM »
I've been working on making a GUI for a while now, and I've run into a problem. A lot of the time with objects with UISprites, especially ones copied, it will only snap to whole numbers in its position if I try to drag it in the scene. I don't understand what's causing this, and it's making things very frustrating. It doesn't seem to happen when I make new objects, only when I try to copy and paste them. I don't want to remake every single button.

I've tried to see what the problem is, and it's definitely related to the UISprite script, as even when I delete all child objects and all other components, it still has the issue. I can get around it by editing the transform values directly, but it's incredibly irritating.

EDIT: In addition, it seems to be making the sprite sizes horribly big. The size needs to be something like .002 for it to be reasonably sized in my screen. This affects both my assets and pre-bundled ones.

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TNet 3 Support / Is TNet a good fit for my game?
« on: December 10, 2013, 08:27:48 PM »
I'm currently working on a 4-player co-op game. It will have local co-op, and I'm hoping to find a reasonable way to add online functionality as well.

The format of the online should be sort of like terraria in that players would connect to a host player by entering in the host's IP. From there, all players are in a lobby where they can create their characters and signify that they're ready. Once all players ready up, the game is started and the host should no longer receive connections.

As for how demanding the gameplay itself is on the server, it's a 2D hack and slash for up to 4 players. So while it's no 32-player 3D battlefield, it's not exactly chess-by-mail, either.

Anyway, was just wondering if TNet would be able to deliver the functionality I'm looking for. If you need any more information to help give an opinion, let me know.

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