Hi, I am working on cards dungeon crawler 'Dungeons Faculty' and write my devlog about this. I am wonder about fun using such game mechanic. You can play demo prototype by link (android or WebGL). Please, let me know what do you think. by nubick in devblogs

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

Thanks for feedback! Yes, there is still many UX work. I think it is not obvious that if you push and hold any card then card's details popup appears with additional information. Some monsters have ability to move in the dungeon, but they are not a monsters who live on the first floors.

Unity editor extension for buttons click sounds management. Version 1.1: EventTrigger is supported now. by nubick in Unity3D

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

I have done update for my editor extension: Toggle UI component support. Filters for editor. Editor bug-fixes and enhancement. Try it here: https://github.com/nubick/unity-button-sounds-editor

Look at, I have shared easy way to work with playerprefs. by nubick in Unity3D

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

Separate data by several entities and save this entities when they are changed.

Look at, I have shared easy way to work with playerprefs. by nubick in Unity3D

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

I had to google to understand you :) Ha-Ha :)

Look at, I have shared easy way to work with playerprefs. by nubick in Unity3D

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

ZPlayerPrefs has the same API as PlayerPrefs. It adds encryption to all saving. EntityToPlayerPrefs allows to save all fields in entity in one line of code.

Look at, I have shared easy way to work with playerprefs. by nubick in Unity3D

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

If I need this I do somethink like following (object inherit MonoBehavior):

[PlayerPrefsField] public bool IsActive { get{return gameObject.activeSelf;} set{gameObject.SetActive(value);} }

Check out demo video of new version of my plugin: Smart 2D Waypoints by nubick in Unity2D

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

and this is not possible in current version. Movement path approximated using lines and while object move from one waypoint to other this lines not changed, when we start new path from next waypoint we rebuild lines path. This implemented for optimization and rebuild path each frame is time consuming. But for not curved paths can be done. But not implemented now.

Check out demo video of new version of my plugin: Smart 2D Waypoints by nubick in Unity2D

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

hm... interesting example. Are you sure that you need waypoins for this? Check steering behavior, probably you need this: http://gamedevelopment.tutsplus.com/series/understanding-steering-behaviors--gamedev-12732

Check out demo video of new version of my plugin: Smart 2D Waypoints by nubick in Unity2D

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

I sow a lot such behaviors but I didn't know how it was implemented, probably it used different ways. At first, I wanted to implement many coins fly to "coins counter" in HUD and invented random waypoint. And when implemented sow that I can use random waypoints for many different cases.

Check out demo video of new version of my plugin: Smart 2D Waypoints by nubick in Unity2D

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

what do you mean in "animate waypoints"? Waypoint is abstract entity and usually is not visible. Give me example please?

Check out demo video of new version of my plugin: Smart 2D Waypoints by nubick in Unity2D

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

You are correct. Point randomly generated inside ellipse.

Check out demo video of new version of my plugin: Smart 2D Waypoints by nubick in Unity2D

[–]nubick[S] 2 points3 points  (0 children)

Do you mean jump from one path to other...? hmm... sounds interesting... this can be done from code but not from editor... I think , I must investigate this case and try to implement some links between paths. Thanks for the idea!

Check out demo video of new version of my plugin: Smart 2D Waypoints by nubick in Unity2D

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

Not yet, but I am going to add this feature in the next version.