Simon (darkside) Jackson

Forum Replies Created

Viewing 15 posts - 1 through 15 (of 77 total)
  • Author
    Posts
  • in reply to: Second Edition version released – NOT MY BOOK #23569

    Sorry it’s taken oh so long to reply. For some reason I didn’t get a notification for your query.

    My feelings about this second edition run deep, in short, NOT very good.  I’m sure the author was trying to do a good job but was likely hampered by pressures.

    I have since done a full technical review of the book and submitted them back to the publisher, whether they republish with those edits is up for some debate.

    It saddens me to see my work degraded in this way.  There was nothing wrong with the first book and (imho) it did not need updating yet and the new edition does not add anything useful (except screenshots and different artwork), Audio I had left out on purpose, as it had nothing really to do with 2D and there is more than enough audio content on the Unity site to help with that.

    Sadly, I’ve had to close the comments on the forums for now, due to spammers.  So the best way to reach out is via the book’s Facebook page, which can be found here:

    https://www.facebook.com/MasteringUnity2DGameDevelopment/

    Hope to hear from you.

     

    P.S.

    I just posted on the FB page, following the Unite conference in Austin, I am now thinking of doing a true “Second Edition” with tons of new content.  You can check out the details so far on FB.

    Simon (Darkside) Jackson
    @SimonDarksideJ

    in reply to: BattleManager Enemy target reference issue #10499

    Having a look now, sorry it took a while but I’m currently out of the country with work.

    My Initial thought, although I’ve not found it. Is that some state is not being cleared when the second attack starts.

    This is shown because the players weapon selection is not cleared between rounds, so I also suspect the selected enemy is not being cleared properly.

    Where it is getting stuck, is that is getting in a loop in the BattleManager update for the playerattack.

    Hope that helps, will look more again when I get a chance

    Simon (Darkside) Jackson
    @SimonDarksideJ

    in reply to: Issues with traveling on big bad world(ch. 6) #10150

    Your MapMovement script was fine, it simply wasn’t attached.

    The other issues were in the editor, with how the Player was setup. Removing the Animator (the book doesn’t cover adding it on the map) and fixing the RigidBody component’s gravity setting. (actually it was funny watching the player just fall off the map)

    All in all you should be good to go.  Like I said, I’ll look in to the animator and report back as to why that was causing the freezing issue and suggest a plan for animating on the map.

    The fun never ends.  Good luck on your game dev journey

    Simon (Darkside) Jackson
    @SimonDarksideJ

    in reply to: Issues with traveling on big bad world(ch. 6) #10143

    Phew, glad I stuck at that for a dew more minutes else it would have kept me up all night.

    Found the remaining issues on your map scene:

    1: You had an animator on the player.  This was preventing the sprite from moving.

    2: On the RigidBody, you still had Gravity set. 😀

    Granted, on the worldmap, a Rigidbody isn’t actually required but it was left in, just in case readers wanted to do something fun with it.

     

    I’ll do some digging in to why the animator was preventing the character moving as that seems very odd.  But at least you should be able to get moving again (no pun intended) with the chapter.

     

    Hope that helps.

    Simon (Darkside) Jackson
    @SimonDarksideJ

    in reply to: Issues with traveling on big bad world(ch. 6) #10142

    OK, grabbed your project and found one issue.  Although you created the MapMovement script, you hadn’t assigned it to the player.

    This solves the immediate problem of the prompt appearing straight away, as the script runs and disables the collider as expected.

    However, for some reason, it’s refusing to move the player and Unity is doing something weird in the Vector3.Lerp function, so I’m still looking in to that.

    Simon (Darkside) Jackson
    @SimonDarksideJ

    in reply to: Issues with traveling on big bad world(ch. 6) #10136

    Could you put it on DropBox or another site.  Couldn’t get it from 4Shared without signing up or being spammed a million times :S

    Simon (Darkside) Jackson
    @SimonDarksideJ

    in reply to: Issues with traveling on big bad world(ch. 6) #10128

    Ok, can’t see anything specifically wrong with your scripts, so the issue may be on your player’s or home collider size.  That would explain why the trigger is being constantly fired.  As you can see in the “Awake” function, you disable the players collider and it is only enabled (in Update) when the player is far enough away from their starting position.

    If you can zip me your Assets folder and drop me a link, I’ll grab it and have a look

    As to the Shader error, that is covered in the “Unity 5 support” post on the books forum here:

    https://darkgenesis.zenithmoon.com/DarkGenesisForums/topic/unity-5-support/

    Simon (Darkside) Jackson
    @SimonDarksideJ

    in reply to: Chpt 2 – when I run the Hero doesn\\\'t move/turn #10043

    lol, you found one of my last remaining errata in the book which the proofreaders messed up on me and I missed it.

    Basically the problem is in the Awake function, which the text tells you to discover the animator from the scene, however the line is missing :S.

    However if you read further down in the “Extra Credit” section, the awake function is detailed in full. (basically they took the wrong line out of the previous example)

    The full Awake function should look as follows:

     

    Hope this helps.

    Simon (Darkside) Jackson
    @SimonDarksideJ

    in reply to: Camera Issue from Game World Chapter #10035

    What I’d suggest is downloading the source for the book and comparing your implementation to the final output.

    I’m guessing something is amis with your setup as in the final project you don’t need to apply such a fix.

    Alternatively, zip your assets folder and send me a link and I’ll have a look at what is going on.

    The bounds of the viewable area are defined by the dimensions of the background texture (min / max) and the camera bounds (resolved using ViewportToWorldPoint)

    Then in the final part of the FixedUpdate function, we simply clamp the final position of the camera (which follows the player) within these values.

     

    Hope this helps.

    Simon (Darkside) Jackson
    @SimonDarksideJ

    in reply to: Ch5, MessagingClientReceiver #10034

    No worries, glad you got that sorted. Reviews on Amazon always welcome 😀

     

    Good luck on your adventure and let me know how you get on.

    Simon (Darkside) Jackson
    @SimonDarksideJ

    in reply to: Ch5, MessagingClientReceiver #10028

    Don’t worry about it, I enjoy helping people and educating them, hence why I blog so much and wrote these titles 😀

     

    As to your query.  The “MessagingClientBroadcast” is responsible for sending the “alert” for the conversation to start, which in the book is attached to the Border.  This “shouts” when your player collides with the border.

    Then GreyBeard has the “MessagingClientReceiver”script attached which is listening for when the “MessagingClientBroadcast” shouts.

    The MessagingManager sits in the middle with the “Conversations” list, it listens for the “Shout” and then relays that to whomever is listening, which in this case is GreyBeard.

     

    If your still struggling, zip me up your assets folder and again and send me the link to help point you in the right direction if you are still struggling.

     

    Hope that helps.

    Simon (Darkside) Jackson
    @SimonDarksideJ

    in reply to: Ch5, MessagingClientReceiver #10023

    Sorry it took so long to get back to you @leonardo, work stuff is pretty annoying at times.

     

    I’ve downloaded your project and found 2 places you are having issue with the Messaging manager.

    First, the class you are passing in to the singleton is wrong, for the Messaging Manager you should be using a singleton of the messaging manager.

    So the following:

    public class MessagingManager : Singleton<ConversationComponent>

    Should read:

    public class MessagingManager : Singleton<MessagingManager>

    Also when you implemented the Singleton, you hadn’t removed the old style singleton code first, leaving the “Instance” Property and the code in awake to initialise it.

    So you need to remove the following lines

    public static MessagingManager Instance { get; private set; }

    if (Instance != null && Instance != this)
    {
    // Destroy other instances if it not the same
    Destroy(gameObject);
    }

    //// Save our current singleton instance
    Instance = this;

    // Make sure that the instance is not destroyed between scenes (this is optional)
    DontDestroyOnLoad(gameObject);

     

    Hope this helps and good luck on your gamedev journey

    Simon (Darkside) Jackson
    @SimonDarksideJ

    in reply to: Ch5, MessagingClientReceiver #9993

    Hi @leonardo  Thank you for supporting my works and choosing my book to help you on your journey.

    Could you zip up your Assets folder for your project, upload it to dropbox or other file share and send me the link and I’ll help get you moving.

    Simon (Darkside) Jackson
    @SimonDarksideJ

    in reply to: Character Falling Through Floor #9734

    No worries, glad to help.

    Simon (Darkside) Jackson
    @SimonDarksideJ

    in reply to: Character Falling Through Floor #9732

    Ohhh, that was fun and did have my head scratching for a few minutes until the lightbulb moment.

    So, one thing you have to remember is that ALL objects that have a rigidbody will be affected by physics motion like gravity.  Objects with a box collider will be affected by other objects with colliders impacting them, usually by stopping them in their tracks like a wall (unless the collider is a trigger, in which case it will just set off an alarm).

    However if one object has both a box collider AND a rigidbody, impacts with another object with a collider and a rigidbody then physics will be applied by those two objects colliding.

    Let that sink in and look at your scene.  Answer further down the page.

     

     

     

     

     

     

     

    Your wizard is standing on your players head 😀 and has gravity applied.   Hence he pushes the player down.

    I tried creating a new player and sprite, applying collision and the rigid body to it, with gravity it dropped, without it didn’t.  Rest the players gravity in case it was some weird new Unity bug and then spotted it.

     

    I must say that was the most fun issue I’ve come across and it made me smile when I finally figured it out.  Much better than a typo in a script.

    I wish you well on your Game Dev journey and if you have any other issues please do reach out.

     

    Simon (Darkside) Jackson
    @SimonDarksideJ

Viewing 15 posts - 1 through 15 (of 77 total)