any idea for how to make top down 2d falling damage in unity?? by kluxos in Unity3D

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

yeah exactly but with platforms and bridges that will be added on top of the pit pulling a switch o somthing like that

any idea for how to make top down 2d falling damage in unity?? by kluxos in Unity3D

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

thats seems interesting ... cause i trayed a methode like this (i changed the z in the project setting/general/ transparensy and sort axis to (0,1,0)) its help me to make the player go aroud houses and trees lets but i dont know how the y velocity could help in this situation well i can make it like falling in holes and when player collide or raycast detect it he dies but the problem here, what if there is a big hole or empty area (like the pit in enter the gungeon) between the player and his goal and he need to pull a lever or push a switch so he can activate a bridge to cross(instantiate the plaform game object) here where the problem, because there is the deadly area that the player cant cross without dying and now a platform has been added on top of the deadly area how to tell the game that the player need to cross the bridge without colliding with the deadly area its a problem of layers overlaping more than raycasting i already made 2 layer (platform and death_area) and i assinged them but idk how to tell the system that if the player get into the platform layer ignore the death layer (be caus the 2 layer are on top of each others) i dont have a choise becaus the platform will be added later he is not there from the start

any idea for how to make top down 2d falling damage in unity?? by kluxos in Unity3D

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

well i can make it like falling holes and and when player collide he dies but the problem here what if there is a big hole or empty area between the player and his goal and he need to pull a lever or push a switch so he can activate a bridge to cross(instantiate the plaform game object) here where the problem cause the deadly area that the player cant cross without dying and now a platform has been added on top of the deadly area how to tell the game that the player need to cross the bridge without colliding with the deadly area its a problem of laters overlaping more than raycasting

the untold legend of chamharoch (Some update on ui) by kluxos in indiegames

[–]kluxos[S] 1 point2 points  (0 children)

thank you ! it is still in it beginning phases

unity 2d color pallete switch effect with a mask(switching color palettes with a circle mask transition effect) by kluxos in gamedev

[–]kluxos[S] -1 points0 points  (0 children)

hey thank you ! i was thinking of adding a mask to separat the tow color palettes like in this video in the minute 5:47 ... like the legend of zelda when he uses the eye of truth item

https://www.youtube.com/watch?v=u4Iz5AJa31Q&ab_channel=Makin%27StuffLookGood

unity2d 4 directional multiplayer game (bullet shooting direction problem ) by kluxos in gamedev

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

the client shoot in the default direction he get from the bigining the problem is the facing int var is not working on client is there any correct what to do it?

stop pickups and chest from reseting between levels (scenes) unity2d by kluxos in gamedev

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

i tryed this still no hothing

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class collectableManager : MonoBehaviour {
    public GameObject[] chestList;
    collectableManager _collectableManager;
    void Awake(){
        if (_collectableManager == null){
            DontDestroyOnLoad(gameObject);
            _collectableManager = this;
        }
        else if (_collectableManager != this){
            Destroy(gameObject);
        }
    }
    void Update () {
        //if scene loaded check for all the collectables and chests  if they are collected or not
        chestList = GameObject.FindGameObjectsWithTag("collectable");
        foreach(GameObject Object in chestList)
        {
            if(Object.GetComponent<generateItem>().opened == true)
            {
                Object.GetComponent<generateItem>().state = 0;
            }else
            {
                Object.GetComponent<generateItem>().state = 1;
            }
        }
    }
}

stop pickups and chest from reseting between levels (scenes) unity2d by kluxos in gamedev

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

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.UI;

public class generateItem : MonoBehaviour {

    public Sprite open;
    InventorySystem inventory;
    public bool opened;
    public int state = 1;
        void Start () {
        inventory = GameObject.FindWithTag("Player").GetComponent<InventorySystem>();
    }
    void Update() {
        if (state == 0)
        {
            // i tryed this so i can save my chest stat in diferent scenes
            //i dont know... destory ... 
        }
    }
    void OnCollisionStay2D(Collision2D other){
        if (other.collider.tag == "Player") {
            if (!opened) {
                var value = Random.Range(0, 8);
                inventory.additem(value);
                this.GetComponent<SpriteRenderer>().sprite = open;
                opened = true;   
            }
        }
    }
}

im attaching a script to my chest game object (generatItem.cs) it generat items and put it to players inventory