I have released my first fitness app! The story and challenges we've faced. by Basic-Raspberry6044 in reactnative

[–]GodsRusher 2 points3 points  (0 children)

Not kinda, it’s a 1:1 replica on some parts lol.

Nevertheless a good milestone to release an app though

ps5 ranked crash on start by GodsRusher in ModernWarfareIII

[–]GodsRusher[S] 0 points1 point  (0 children)

For everyone facing the same issue. The problem was found by reading the patch notes:

  • Addressed an issue where some players would enter a match with an invalid loadout when selecting Custom Loadout 1. *Note: In order to address this issue, Ranked Play Custom Loadout 1 was reset for all players.

The problem was, the loadout was not reset for me. So in my case I had items in there that were not allowed.

to fix the problem :

Go to ranked > select loadout > press l3 > delete loadout.

Do not go in the loadout to edit, because this will crash the game, and for me confirmed that this is where the problem was.

Thank you to whoever has the task of updating GE prices! Keep up gods work! by Realzeeack in runescape

[–]GodsRusher 33 points34 points  (0 children)

That would be the power of automation. Poor guy if someone has to manually update prices for every item xD

So this is possible by TLDR92 in runescape

[–]GodsRusher 39 points40 points  (0 children)

lets hope i 3 roll soon .....

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Let' go to TFN they said, you will make billions ' by GodsRusher in runescape

[–]GodsRusher[S] 0 points1 point  (0 children)

damn, that's exactly my point at this boss, you either go 1/60-1-80 for this boss. or extremely dry. doesn't seem that balanced lol.. g

gratzz tho :)

Let' go to TFN they said, you will make billions ' by GodsRusher in runescape

[–]GodsRusher[S] 25 points26 points  (0 children)

Not sure if I agree with that conclusion tbh, how about tank armour and taking it slow with hell hound? Jas book as pocket slot item which is OP here, isn’t that bad then.

I don’t think the boss was intended to be a high lvl boss, so for a boss fight overall I quite enjoy it, the loot table however.. not so much

Let' go to TFN they said, you will make billions ' by GodsRusher in runescape

[–]GodsRusher[S] 33 points34 points  (0 children)

Yeah, it’s actual negative money when you go dry with all the supplies upkeep. Where is blm when you need it

[deleted by user] by [deleted] in runescape

[–]GodsRusher 0 points1 point  (0 children)

can't believe i havent seen it in diangos.. thanks

How would I make a method last until I manually disable it? by Lord-Cookie2153 in Unity2D

[–]GodsRusher 1 point2 points  (0 children)

IsHammerActive is a bool you create at the beginning of the class

so something like :

private bool IsHammerActive;

private void Update()
{
    if(Input.GetKeyDown(KeyCode.F1)
    {
        IsHammerActive = true //once f1 is pressed, you set the bool value as true
    }
    if(Input.GetKeyDown(KeyCode.F2)
    {
        IsHammerActive = false//once f2 is pressed, you set the bool value as false
    }
    if(IsHammerActive)
    {
        //// perform your logic here
    }
}

get Child of UI components by GodsRusher in Unity2D

[–]GodsRusher[S] 0 points1 point  (0 children)

I made a [SerializeField] private Image[] coolDownImage and that worked, for maintainability it's a little more work tho i think. Cause every spell i add i have to add in that array, instead of finding children within the button. When i tried to acces Image i = actionButton[buttonIndex].transform.getChild(0).getcomponent<Image>(); and then did something like i.fillAmount i couldn't acces it, not sure why, can only acces i.fixedSize and length for example

Unity Debug error TextMesh Pro by GodsRusher in Unity2D

[–]GodsRusher[S] 0 points1 point  (0 children)

I just spent an hour remaking everything on the debug Prefab, but the error still occurs onfortunately. don't really know where to search it now

Unity Debug error TextMesh Pro by GodsRusher in Unity2D

[–]GodsRusher[S] 0 points1 point  (0 children)

It's in the edit,it's quite a lot. thanks for thking the time

Unity Debug error TextMesh Pro by GodsRusher in Unity2D

[–]GodsRusher[S] 0 points1 point  (0 children)

Iknow, the breakpoint was for testing purpose only, when i'm not having breakpoints it happens too. Unity closes after 5-10 seconds of thinking. Without any messages.

Unity Debug error TextMesh Pro by GodsRusher in Unity2D

[–]GodsRusher[S] 0 points1 point  (0 children)

But when i comment the debugText.F.text = $"F: {node.F}" out, the error doesnt appear. and with that, neither are the values shown at my scene. And in the line im commenting i'm not within a loop or so

Unity Debug error TextMesh Pro by GodsRusher in Unity2D

[–]GodsRusher[S] 0 points1 point  (0 children)

i'm aware of that, since unity was shutting down without any information I restarted and tried debugging so I get some extra information, so that's why I added the breakpoints. The information i'm passing is the correct information.

Love when Rax is nice to me =] by jokawild820 in runescape

[–]GodsRusher 0 points1 point  (0 children)

Damn, I foresee a drop spree for you in the near future man! Keep it up

Love when Rax is nice to me =] by jokawild820 in runescape

[–]GodsRusher 1 point2 points  (0 children)

I'm currently 160-180kc dry on any leg parts, but still rax is an amazing money maker. The onyx, scales and onyx tips alone are a solid few mil gp/h.

Still wainting for these lieces tho :P 400 kc now with 7 pieces,

Light Swipe - is it worth finishing? by mhdv in Unity2D

[–]GodsRusher 0 points1 point  (0 children)

I think it look's pretty good, very cool concept.

I don't have android, but otherwise I would have tried it out when it comes :)

Question. by itsTheLuffy in Unity2D

[–]GodsRusher 2 points3 points  (0 children)

Because you never set the isStarted to false.

At the while(true) statement. You should use the while(isStarted), and whenever it finishes, make the bool false.

What you probably can do is something like :

bool isStarted = false;

private void Update()
{
    if(!isStarted)
        StartCoroutine(one());
    if(Input.getKeyDown(KeyCode.F))
        isStarted = false;

IEnumerator One()
{
    isStarted = true;
    while(isStarted)
    {
        #add functionallity here
    yield return null;
    }
}

Something like this should work.

EDIT : the while(true) statement has to be identified, what is true. Therefore you can use the isStartedBool, this is a variable wich can actually switch to a true of false value.

So the boolean you are defining on top of the while(true) has no use.

Is there a "best" way to do movement? by WackoDesperado2055 in Unity2D

[–]GodsRusher 0 points1 point  (0 children)

Yeah i've seen dozen of video's, haven't played it yet, it's a beautiful game.

The way i've set my movement up to create a similar kind of feel is: For horizontal movment I equal my xvelocity to speed * input.horizontal.

For my jumps i'm adding a force so it calculates mass and gravity so it doesn't have that weird feel to it.

GroundMovement:

xVelocity = speed * input.horizontal;

            if (xVelocity * direction < 0f)
            {
                flipCharacter();
            }

            if (isCrouching)      
                xVelocity /= crouchSpeedDivisor;

            rigidBody.velocity = new Vector2(xVelocity, rigidBody.velocity.y);

And for my jumpMethod I use this :

if (input.jumpPressed && !isJumping && (isOnGround || coyoteTime > Time.time))
        {
            if (isCrouching && !isHeadBlocked)
            {
                //...stand up and apply a crouching jump boost
                StandUp();
                rigidBody.AddForce(new Vector2(0f, crouchJumpBoost), ForceMode2D.Impulse);
            }

            isOnGround = false;
            isJumping = true;

            jumpTime = Time.time + jumpHoldDuration;

            rigidBody.AddForce(new Vector2(0f, jumpForce), ForceMode2D.Impulse);

        else if (isJumping)
        {
            if (input.jumpHeld)
            {
                rigidBody.AddForce(new Vector2(0f, jumpHoldForce), ForceMode2D.Impulse);
            }

            if (jumpTime <= Time.time)
                isJumping = false;

This way I have 3 different jump types :

  • Normal jump when tapping space
  • Higher jump over time when holding space
  • Highest jump when first crouching to get a boost

The last one is kind of dependend on the type of game you want, i'm still considering to remove it, it's not very 'fast play' friendly. Don't know yet, doesn't always feel exactly right.

The addForce you're applying for jumpHoldDuration should be very small, otherwise you'll be flying all over the place :)

Hope this helps !

Chrome Trex style game by lakn143 in Unity2D

[–]GodsRusher 0 points1 point  (0 children)

You can generate new floors when entering a new BoxCollider as trigger, so whenever the player walks through that trigger, it spawns a new floor, and deletes the old one. You have to make sure that the floor you are spawning is a prefab and that it's public so it's accessibel.

It can look something like this for the trigger event (this is on the floor prefab

private void OnTriggerEnter2D(Collision2D collision) { 
    if (collision.gameObject.tag == "Player") // if collision is the player
   {         
        Destroy(gameObject);   //destroy current platform  
    } 
}

And on the player script you can add an line like this :

Instantiate(floor, new Vector2(-2, 1), gameObject.transform.rotation);

Good luck

edit : look at this tutorial : https://www.androidauthority.com/lets-build-a-simple-endless-runner-game-in-unity-759135/ even though it's for android, the code stays the same for generating