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1411525 Posts in 69381 Topics- by 58436 Members - Latest Member: GlitchyPSI

May 01, 2024, 08:58:44 PM

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TIGSource ForumsCommunityDevLogsCloudface
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siskavard
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« Reply #1240 on: September 16, 2015, 03:08:22 PM »

What are these white nodes called? At the moment, i'm using the PolygonCollider2D points to create a mesh, but i have no idea how to wrap a texture like the grass around it.  Embarrassed

That's what we're using too, but with some code on top of it. I couldn't really tell you more than that  Shrug
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siskavard
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« Reply #1241 on: September 17, 2015, 07:28:35 AM »

Umbrelladillo
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siskavard
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« Reply #1242 on: September 18, 2015, 03:16:29 PM »



implemented charged jumping that i stole from SMB2
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SirNiko
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« Reply #1243 on: September 18, 2015, 07:35:51 PM »

Maybe he darkens like a stormcloud before he jumps? Coils into a spring?
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eigenbom
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« Reply #1244 on: September 19, 2015, 01:46:53 AM »

cmon cloudface!
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ProgramGamer
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aka Mireille


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« Reply #1245 on: September 20, 2015, 06:44:12 PM »



implemented charged jumping that i stole from SMB2

Best promotional material of 2015
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siskavard
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« Reply #1246 on: September 21, 2015, 09:49:15 AM »

does anyone know why Unity is doing this? It's only happening on my PC. My video card is up to date..

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oldblood
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« Reply #1247 on: September 21, 2015, 10:05:25 AM »

That in Editor or in a build? Could be something as small as just needing to restart or rebuild... I assume Unity isn't eating up a ton of memory?
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siskavard
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« Reply #1248 on: September 21, 2015, 10:13:49 AM »

Well, restarting fixed Cloduface, but the BG elements have been doing that since they were implemented, but only on my PC
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oldblood
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« Reply #1249 on: September 21, 2015, 10:47:01 AM »

Honestly, there's a ton of things that could lead to that. Unity running out of memory (usually proceeded by crashing). Shaders being set to unlit (which I doubt if its just you?). Not knowing anything about it or your computer, I'd guess it could be a GPU thing (e.g. the other machines in question have a stronger gpu so you may need less complex shaders?)... I say that solely because its just on your machine.

How big are your sprite texture atlases?

I had a similar issue in Masochisia: The texture atlases for the characters were huge and causing a spike on load. If during that spike on load I hit the physical memory limit for 32bit programs (3.4GB) would result in all the textures for that atlas to be loaded as 0,0,0,0. This doesn't sound quite the same...
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siskavard
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« Reply #1250 on: September 21, 2015, 10:49:17 AM »

I ruled out sprite texture size when I saw it wasn't doing that on my friend's PC
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oldblood
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« Reply #1251 on: September 21, 2015, 10:56:37 AM »

Just curious do the backgrounds ever load properly on your machine? Or they always black?

If they load properly then eventually turn black as you work/test in editor, it COULD be a memory limit issue. E.g. it takes awhile of being in Editor before you actually hit the memory threshold which would then impact the textures. So if your friend is just quickly checking in Editor, it could appear fine until he's been in Editor for awhile and hit the limit...
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siskavard
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« Reply #1252 on: September 21, 2015, 11:01:28 AM »

No, they are black from the start.

The BG objects show up correctly in the #Scene editor, just not in the player for whatever reason

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oldblood
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« Reply #1253 on: September 21, 2015, 12:44:53 PM »

Have you tried generating a build? If so, does the background display fine there? What happens in Editor isn't always what happens in your builds...

Doesn't appear to be a memory issue, I assume if something wasn't lit properly- your friend would see that as well. My gut is leaning towards the GPU just not liking your shaders but-- I'm not the best Unity guy so someone else may jump in with better feedback.
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siskavard
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« Reply #1254 on: September 21, 2015, 01:39:21 PM »

I can't try that cuz Unity won't let me push a build for whatever reason.

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siskavard
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« Reply #1255 on: September 21, 2015, 02:38:52 PM »

Hmm, it has something to do with the shader for sure, because when I change shaders the Chill Hill becomes the regular colors, but all of the depth/color sliders don't work.

arrg
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siskavard
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« Reply #1256 on: September 21, 2015, 03:11:57 PM »



SECRET UREA
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siskavard
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« Reply #1257 on: September 30, 2015, 08:38:17 AM »

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blekdar
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« Reply #1258 on: September 30, 2015, 11:03:19 AM »

Fusion ho!
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pistola
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« Reply #1259 on: October 01, 2015, 05:22:29 AM »

Looks awesome so far, inspires me to push my animations further!
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Artist/Animator on Three Beards, a first attempt at a 2D point-and-click adventure game.
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