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2D Infinite Runner Toolkit

Discussion in 'Assets and Asset Store' started by Dreeka, Jun 9, 2013.

  1. rickcollette

    rickcollette

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    I am sure thats where it is, I just can't seem to figure out what is happening there...
     
  2. AlphaGTR

    AlphaGTR

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    Can you please provide the PSDs for the asset for those that brought it?
     
  3. Dreeka

    Dreeka

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    Really sorry for the delay and silence! Had a big exam, along with a cold.

    JesseAlexander:
    If you set an aspect ratio in the game view, the resolution manager does not work. You have change the standalone resolution for the game view for the resolution manager to work.

    Oakley Mobile:
    Looks great, good job!

    AlphaGTR:
    The kit already uses an item pooling system.
    For the PSD, you have to ask Acumen.

    arrested_games:
    You have to define their X position in the GUIManager's ShowStartPowerUps() function. The comments can help you understand what do you need to change. However, if you still need help, you can send your project to me, and I will do it for you.
     
  4. rickcollette

    rickcollette

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    Yikes - hope you are doing better.. my entire office was sick with an evil evil cold.

    I can surely send you the project; but for other folks benefit, it might be helpful to see this. Here is what I am currently doing - it seems that I *should* insert a new code section for "if 3 are available" before the "if all are available" - but I am not entirely sure of the logic bit there. If you would rather me send the project, let me know and I'll pack it and send it over.

    Code (csharp):
    1.  
    2.     //Shows the available power ups at start
    3.     public void ShowStartPowerUps()
    4.     {
    5.         Debug.Log("GUIManager: Running ShowStartPowerUps");
    6.         //Check the available power ups
    7.         bool hasSpeed = SaveManager.GetExtraSpeed() > 0;
    8.         bool hasShield = SaveManager.GetShield() > 0;
    9.         bool hasSonicWave = SaveManager.GetSonicWave() > 0;
    10.         bool hasFourthPower = SaveManager.GetFourthPower() > 0;
    11.        
    12.         //Get the number of the availabe power ups
    13.         int numberOfPowerUps = 0;
    14.        
    15.         if (hasSpeed)
    16.             numberOfPowerUps++;
    17.         if (hasShield)
    18.             numberOfPowerUps++;
    19.         if (hasSonicWave)
    20.             numberOfPowerUps++;
    21.         if (hasFourthPower)
    22.             numberOfPowerUps++;
    23.        
    24.         //If there is only 1 power up availabe
    25.         if (numberOfPowerUps == 1)
    26.         {
    27.             //If the speed is available
    28.             if (hasSpeed)
    29.             {
    30.                 //Set it's location to the middle, and activate it's buttom
    31.                 startPowerUps[0].transform.localPosition = new Vector3(0, -4.25f, 0);
    32.                 startPowerUps[0].SetActive(true);
    33.             }
    34.             //If the shield is available
    35.             else if (hasShield)
    36.             {
    37.                 //Set it's location to the middle, and activate it's buttom
    38.                 startPowerUps[1].transform.localPosition = new Vector3(0, -4.25f, 0);
    39.                 startPowerUps[1].SetActive(true);
    40.             }
    41.             //If the sonic wave is available
    42.             else if (hasSonicWave)
    43.             {
    44.                 //Set it's location to the middle, and activate it's buttom
    45.                 startPowerUps[2].transform.localPosition = new Vector3(0, -4.25f, 0);
    46.                 startPowerUps[2].SetActive(true);
    47.             }
    48.             //If the FourthPower is available
    49.             else
    50.             {
    51.                 //Set it's location to the middle, and activate it's buttom
    52.                 startPowerUps[4].transform.localPosition = new Vector3(0, -4.25f, 0);
    53.                 startPowerUps[4].SetActive(true);
    54.             }
    55.         }
    56.         //If there are two available power up
    57.         else if (numberOfPowerUps == 2)
    58.         {
    59.             //If the speed is available
    60.             if (hasSpeed)
    61.             {
    62.                 //Set it's position to the left
    63.                 startPowerUps[0].transform.localPosition = new Vector3(-1, -4.25f, 0);
    64.                 startPowerUps[0].SetActive(true);
    65.             }
    66.             //If the shield is active
    67.             if (hasShield)
    68.             {
    69.                 //If the speed is active as well
    70.                 if (hasSpeed)
    71.                     //Set it's position to the right
    72.                     startPowerUps[1].transform.localPosition = new Vector3(1, -4.25f, 0);
    73.                 //If the speed power up is not available
    74.                 else
    75.                     //Set the shield position to the left
    76.                     startPowerUps[1].transform.localPosition = new Vector3(-1, -4.25f, 0);
    77.                
    78.                 //Active the shield power up buttom
    79.                 startPowerUps[1].SetActive(true);
    80.             }
    81.             //If the sonic wave is active
    82.             if (hasSonicWave)
    83.             {
    84.                 //Set it's position to the right, and activate it's buttom
    85.                 startPowerUps[2].transform.localPosition = new Vector3(1, -4.25f, 0);
    86.                 startPowerUps[2].SetActive(true);
    87.             }
    88.             //If the Fourth Power is active
    89.             if (hasFourthPower)
    90.             {
    91.                 //Set it's position to the right, and activate it's buttom
    92.                 startPowerUps[4].transform.localPosition = new Vector3(1, -4.25f, 0);
    93.                 startPowerUps[4].SetActive(true);
    94.             }
    95.         }
    96.         //If every power up is available
    97.         else if (numberOfPowerUps == 4)
    98.         {
    99.             //Set their position, and activate them
    100.             startPowerUps[0].transform.localPosition = new Vector3(-1, -4.25f, 0);
    101.             startPowerUps[0].SetActive(true);
    102.             startPowerUps[1].transform.localPosition = new Vector3(0, -4.25f, 0);
    103.             startPowerUps[1].SetActive(true);
    104.             startPowerUps[2].transform.localPosition = new Vector3(1, -4.25f, 0);
    105.             startPowerUps[2].SetActive(true);
    106.             startPowerUps[4].transform.localPosition = new Vector3(2, -4.25f, 0);
    107.             startPowerUps[4].SetActive(true);
    108.         }
    109.        
    110.         //Show the power up buttoms
    111.         StartCoroutine (MovePowerUpSelection(hasSpeed, hasShield, hasSonicWave, hasFourthPower));
    112.     }
    113.  
     
    Last edited: Jan 22, 2014
  5. Oakley-Mobile

    Oakley-Mobile

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  6. rickcollette

    rickcollette

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    Any ideas on that code posted below? No matter what I do (which is clearly the wrong thing), I can't seem to fix it.
    This issue seems to NOT manifest in the editor, by the way. Only on the device (android and iOS)
     
  7. Sammons

    Sammons

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    Does it do the same thing if you build a stand alone or web player version?
     
  8. rickcollette

    rickcollette

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    nope. only droid and iOS
     
  9. Sammons

    Sammons

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    Maybe see if setting up platform dependent compliation will help. I have the MultiPlatform ToolKit and was having problems with some GUI elements giving similar issues mainly due to the resolution manager. It solved my problem but its pricey just for this 1 issue. This is now fixed in the latest version of the 2d infinite runner toolkit. In the MP toolkit you can set the target platform by adding the supplied scripts to an object. It can be done manually if you don't wanna get the MP toolkit.

    http://docs.unity3d.com/Documentation/Manual/PlatformDependentCompilation.html
     
  10. Dreeka

    Dreeka

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    Jul 15, 2010
    Posts:
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    Hey,

    Sorry for the late reply!!!

    The kit has some parts, which can be rewritten in a lot smaller and more efficient way, like the code you have posted.
    I am working to rewrite these parts, and make the kit more reuse friendly. For example, if you want to add a new layer, or a new powerup, you have to modify the code. In the next update, you can do it easily with a few clicks in the inspector, without modifying the code.

    For your problem, I created a solution for you. I wasnt able to do a full test, so if you have anny issues with it, and I am going to fix it.
    As you can see, it is much smaller, but with the new update, the line of code will reduced even more.

    Code (csharp):
    1. //Shows the available power ups at start
    2.     public void ShowStartPowerUps()
    3.     {
    4.         //Check the available power ups
    5.         bool hasSpeed = SaveManager.GetExtraSpeed() > 0;
    6.         bool hasShield = SaveManager.GetShield() > 0;
    7.         bool hasSonicWave = SaveManager.GetSonicWave() > 0;
    8.         bool hasFourthPower = SaveManager.GetFourthPower() > 0;
    9.  
    10.         //Get the number of the availabe power ups
    11.         int numberOfPowerUps = 0;
    12.        
    13.         if (hasSpeed)
    14.             numberOfPowerUps++;
    15.         if (hasShield)
    16.             numberOfPowerUps++;
    17.         if (hasSonicWave)
    18.             numberOfPowerUps++;
    19.         if (hasFourthPower)
    20.             numberOfPowerUps++;
    21.  
    22.         float startingPos = 0;
    23.         float spaceBetween = 1;
    24.  
    25.         if (numberOfPowerUps % 2 == 0)
    26.             startingPos = -(numberOfPowerUps - 1) / 2;
    27.         else
    28.             startingPos = -((numberOfPowerUps - 1) / 2) - 0.5f;
    29.  
    30.         if (hasSpeed)
    31.         {
    32.             startPowerUps[0].transform.localPosition = new Vector3(startingPos, -4.25f, 0);
    33.             startPowerUps[0].SetActive(true);
    34.             startingPos += spaceBetween;
    35.         }
    36.  
    37.         if (hasShield)
    38.         {
    39.             startPowerUps[1].transform.localPosition = new Vector3(startingPos, -4.25f, 0);
    40.             startPowerUps[1].SetActive(true);
    41.             startingPos += spaceBetween;
    42.         }
    43.  
    44.         if (hasSonicWave)
    45.         {
    46.             startPowerUps[2].transform.localPosition = new Vector3(startingPos, -4.25f, 0);
    47.             startPowerUps[2].SetActive(true);
    48.             startingPos += spaceBetween;
    49.         }
    50.  
    51.          if (hasFourthPower)
    52.         {
    53.             startPowerUps[4].transform.localPosition = new Vector3(startingPos, -4.25f, 0);
    54.             startPowerUps[4].SetActive(true);
    55.         }
    56.  
    57.     StartCoroutine (MovePowerUpSelection(hasSpeed, hasShield, hasSonicWave));
    58. }
    Oakley Mobile:
    Good job with the release!! I wish you the best of luck! :)
     
    Last edited: Jan 26, 2014
  11. Mourkain

    Mourkain

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    I have a Bug that sometimes after using the Revive, the EndScreen shows up, but in Background the Game goes on. Have someone else this Bug?
     
  12. DallasOnFire

    DallasOnFire

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    Hello! I want to change the way the submarine moves, I want my character to jump. Can you help me? Like in Tzunami Zombies.
     
  13. rickcollette

    rickcollette

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    @Dreeka - awesome on the visual way of adding in new power-ups; and thank you for the fix below. VERY cool.

    EDIT: 01-29-2014 - WOOT! That fixed it - thank you Dreeka!~
     
    Last edited: Jan 30, 2014
  14. Mourkain

    Mourkain

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    Nobody??? :/

    I realy need to Fix this Bug.
     
  15. cerlox

    cerlox

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    @Dreeka - Thank you for making this tool kit and selling it for so cheap! I'm new to Unity and this has been a great learning resource. I just started "diving" into it a couple of days ago and I am running into an issue with getting a border on the "sand1.png" file when I replace it and build the file for Flash Player. I've read through the thread and noticed others had the same issue, unfortunately their work arounds do not work with this. Any thoughts? $screen2.jpg
     
  16. cerlox

    cerlox

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    I had "Override for FlshPlayer" selected. Once deselected and built it worked just fine :D
     
  17. Mourkain

    Mourkain

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    After the whole night I still have this ugly Bug, that sometimes the revive doesn't work, but checkout what we did with this great Toolkit =D

    Moby's Revenge

    $me.jpg

    Currently we are Featured on the Top Free List in the US-AppStore =D
     
  18. Dreeka

    Dreeka

    Joined:
    Jul 15, 2010
    Posts:
    507
    Mourkain:
    I will look into the bug, and look for a solution. And I also have to say, your game looks AMAZING! :)

    FIRULAINS:
    You have to change the PlayerManager script, and replace the up/down movement with a jump movement. You can have 2 approach. First, if the player gives the input, the character simply jumps. To do this, simply move the character up then down, when the player gives the input, and the character is not already jumping.

    Secondly, the longer the player gives the input, the higher the character jumps. To implement this, move the player up as long as the player gives the input, until the character reaches the jump limit. If the player stops the input, or the limit is reached, move the character down. You can find a jump example in this free kit.

    cerlox:
    Glad you issue is solved now! Good luck with your project, it looks great! :)
     
  19. DallasOnFire

    DallasOnFire

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    Thank you Dreeka. Im gonna test it now. After that I tell the results.
     
  20. DallasOnFire

    DallasOnFire

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    Hi, Dreeka! I've already edited the script from the example project. But I don't know what I have to delete in the player manager.cs script. Sorry, Im new in this thing. Help me please.
     
  21. Dreeka

    Dreeka

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    Mostly, have to modify the CalculateMovement() function. You can find an if - else statement there. The if block has the code for the input event (when the sub is rising, or in your case, when the character is jumping). The else block has the code for the no input event (when the sub is moving down, or in your case, then the character is going down from a jump). If you need more guidance, feel free to write again!
     
  22. Simotti

    Simotti

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    Hello, could You tell me when you expect to release version 1.1? I know it depends on many factors, but still =)
     
  23. Efgames

    Efgames

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    Has anyone implemented some kind of "friends score tracking" in the kit? Like in JetPack Joyride or TowerBlox, the ability to display a little sign or something that shows where your friends have "died" so you can try to beat them.

    I'm finishing another game with the kit and I'm really interested in adding this feature...
     
  24. rickcollette

    rickcollette

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    This is not specific to this kit, but this is the one it happened to me on.
    When I build an iOS project, I noticed that iAD was included in Xcode. Now, this is the case with all of my game builds, not just this one.
    So - because its in all of them, I ignored it.

    Apple rejected my submission with:

    Because of this, I went through the code, then decided to loo at previously approved projects, and I found that the same lib they are complaining about exists in everything I have had approved.

    Has anyone else run into this? And if so, how did you get around it?
     
  25. Dreeka

    Dreeka

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    Simotti:
    Hopefully, it will be submitted next month.

    Efgames:
    I think a feature like this is depends on the high score system you use.

    arrested_games:
    I do not know the source of the issue, but I will look around, and get back to you if find anything on the net.
     
    Last edited: Apr 10, 2014
  26. rickcollette

    rickcollette

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    This is certainly not isolated to your toolkit; this seems to exist across the board - I tried to build a blank project and noticed the same thing in Xcode.. so this is just a general issue with unity3d and iOS..

    EDIT: UPDATE: got an email back from unity3d support - this is a recent issue, and here is the suggested work-around

    http://forum.unity3d.com/threads/226187-iOS-Advertising-Identifier-rejection-FAQ
     
    Last edited: Feb 3, 2014
  27. dsalamancad

    dsalamancad

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    May 23, 2013
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    Hi!
    I'm very interested in this toolkit but I need to ask you a question because my project is a bit different: My hero is not just one submarine but it would be 4 different fishes. What I want is that you have to rotate this group of 4 fishes in order to leave in front at the best fish according to the obstacles and power ups that are coming. If I choose the right one I would get more points but if I don't, I would lose points and even die.
    Do you understand what I mean? It's an infinite runner with a little bit of strategy: I have to choose the best one in order to win more points.

    I hope you can help me.
     
  28. Dreeka

    Dreeka

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    Hey,

    I think I understand what do you want to archive. With some modifications, it is possible to do that in our kit. Basically, you will need to add a swapping mechanism. This can be done in several different ways, which is depending on your approach. If you need help with it, feel free to write at me.
     
  29. maldman

    maldman

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    Feb 9, 2014
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    Hello,

    Firstly congratulations on the job well done on this project.

    Before purchasing I would like to ask you if it would be possible to modify the game in such a way so that the height is also infinite? So in the case of your example the submarine can go as high as it wants. Content would continue to be generated randomly.

    Thanks.

    Regards,
    Malcolm
     
  30. OceanBlue

    OceanBlue

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    May 2, 2013
    Posts:
    251
    Hi

    Is it possible to destroy the ground that is spawned as you travel through?

    Also, is it possible to generate stuff into a grid? e.g. if I had a big area of boxes, all staked up top and next to each other say 5x5.

    thanks!
     
    Last edited: Feb 10, 2014
  31. silverJEM

    silverJEM

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    Aug 29, 2012
    Posts:
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    hi I'm working with this asset ( very awesome job by the way ), and i have run into a problem... I'm building for iOS, and seem to be encountering problems with screen size adjustments when testing build on iPad2. in the game window, the resolution manager make the right adjustments and it looks fine, but when built through Xcode, it doesn't seem that the resolution manager is kicking into effect... please help!, thanks!
     
  32. Efgames

    Efgames

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    Aug 10, 2012
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    Pénombre , my new game has been submitted to Apple (Android Amazon approved already) for approval.

    It was done using the kit with some tweaks as needed.

    [video=youtube_share;ufUs80DdR0s]http://youtu.be/ufUs80DdR0s
     
  33. Zumbi

    Zumbi

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    Feb 11, 2014
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    Loving the project so far,

    How would I go about changing the acceleration/deceleration of the sub? Or the velocity?
    Making the sub more reactive to each click basically?

    Thanks.
     
    Last edited: Feb 11, 2014
  34. nayeemjunaid

    nayeemjunaid

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    Getting a warning in my project

    More: Even after converting line endings this error never ever goes away:

    and this one:


    Also when I buy Sonic Blast from menu and start the game, the Sonic Blast icon appears at the bottom and I selected it, absolutely nothing happened.

    I'm really frustrated right now... I'm on a tight schedule and I'm trying to solve these errors since 5 hours straight with absolutely no solution.
     
    Last edited: Feb 11, 2014
  35. OceanBlue

    OceanBlue

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    May 2, 2013
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    Dreeka? May I get a response. Need to know before I purchase.

    Cheers
     
  36. rickcollette

    rickcollette

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    Clicking Sonic Blast will make sure that the first floaty power up is indeed sonic blast - it does not activate sonic blast (this is mentioned in a previous post)

    a screen shot of the inspector view goes a long way here. I can tell you for a fact that this kit works perfectly out of the box on Mac and Windows. So this is from something you added in, in which case we need to see code, dude.


    Don't be frustrated. be happy.
     
  37. Zumbi

    Zumbi

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    Anyone know where the distance is calculated? Or what despawns the chains/mines?

    Thanks.
     
  38. Dreeka

    Dreeka

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    Posts:
    507
    Hey guys,

    Sorry for the late reply, had to spend most the last few days at university!

    maldman:
    It is possible to archive this. You have to remove the min depth from the player manager, and modify the level generator, so it spawns several obstacles above each other.

    OceanBlue:
    The obstacle layers are generated from a group of obstacles. In these groups, you can create your own arrangement any way. So yes, you can do it.

    silverJEM:
    The kit worked fine in the iPad's in the past. Did you modified anything in the resolution manager?

    Efgames:
    Nice modification, I like it! Good luck with the project! :)

    Zumbi:
    You can change the velocity and acceleration rate in the Player Manager's CalculateMovement() function.

    nayeemjunaid:
    Did you copied everything from the first warning message to here? That message doesn't look "full" for me.
    The second issue can be fixed by converting the line endings back. In Visual Studio, you can do that in file -> advanced save options. Once you have correctly converted it, that warning has to disappear.
    Currently, once you activate the sonic blast power up in the beginning of the level, it makes the first spawned power up to be the sonic blast. In the next update, this will change. You will be able to activate the bought power ups in the entire level, not only at the beginning.

    Zumbi:
    The distance is calculate in the level generator.
    Currently, there is a big triggerer to the left of the level. This makes the spawned layers to despawn. This will also change in the next update.
     
  39. Zumbi

    Zumbi

    Joined:
    Feb 11, 2014
    Posts:
    5
    Thanks for the response, last question:
    Where exactly is the distance calculated? Can this be changed to a format of X instead of 000X M?
    Example: Distance: 1234 instead of Distance: 001234M

    Thanks for the amazing Toolkit :)
     
    Last edited: Feb 16, 2014
  40. jimboyte

    jimboyte

    Joined:
    Feb 25, 2013
    Posts:
    23
    I think I may have done something that is causing the following Critical Error During Game Play. PLEASE HELP ME.

    Failed to call function ResetThis of class PowerUp
    Calling function ResetThis with no parameters but the function requires 1.
    UnityEngine.GameObject:BroadcastMessage(String)
    PowerUpMain:ResetAll() (at Assets/2DInfiniteRunnerToolkit/Scripts/C#/PowerUpMain.cs:113)
    LevelGenerator:ClearMap() (at Assets/2DInfiniteRunnerToolkit/Scripts/C#/LevelGenerator.cs:171)
    LevelGenerator:Restart(Boolean) (at Assets/2DInfiniteRunnerToolkit/Scripts/C#/LevelGenerator.cs:470)
    LevelManager:Restart() (at Assets/2DInfiniteRunnerToolkit/Scripts/C#/LevelManager.cs:80)
    <Restart>c__Iterator1:MoveNext() (at Assets/2DInfiniteRunnerToolkit/Scripts/C#/GUIManager.cs:414)

    As far as I can tell. The error occurs after I die and then click the [ > ] button to start again.
    THANKS for HELPING me.
    jim
     
  41. Dreeka

    Dreeka

    Joined:
    Jul 15, 2010
    Posts:
    507
    Zumbi:
    The distance is calculated in the Level Generator. You can modify the display format in the GUIManager's DisplayStat() function, with is called from the Update().

    jimboyte:
    Try to overload the ResetThis() function, by defining a new one, with zero parameters. So the PowerUp script should have 2 ResetThis function, like this:
    Code (csharp):
    1. //Reset the power up
    2. public void ResetThis(float time)
    3. {
    4.      StartCoroutine(ResetItem(time));
    5. }
    6. //Reset the power up immediately
    7. public void ResetThis()
    8. {
    9.      StartCoroutine(ResetItem(0));
    10. }
    I am also working hard on the new update. The level generator is completely rewritten from scratch. The level generator is now split into several scripts (level generator, moving layer, scrolling layer). The moving layer script defines a moving layer (like the obstacles, the background, and so on), while the scrolling layer defines the sand. The level generator now only contains references to these scripts, instead of containing their every behaviour.

    This way the entire level generator system is much more compact, and much more easier to read or modify the code. You can also easily create or modify layers in the inspector, without modifying the code.

    The next update will also contain the following changes:
    - Rewritten power up manager
    - Rewritten GUI Manager
    - Particle pooling
    - New power up activation system
    - Second, alien skin
     
    Last edited: Feb 16, 2014
  42. John-Sandrey

    John-Sandrey

    Joined:
    Jul 2, 2012
    Posts:
    119
    I was just wondering if you had a ETA on the new update?
     
  43. Dreeka

    Dreeka

    Joined:
    Jul 15, 2010
    Posts:
    507
    Hey,

    Hopefully, next month.
     
    Last edited: Apr 10, 2014
  44. silverJEM

    silverJEM

    Joined:
    Aug 29, 2012
    Posts:
    9
    yes dreeka i am sorry, i left out one key thing in my question... i am completely flipping the project from landscape to portrait, targeting iPhones mainly...
    attempting to give it a simple play feel, with a lot of features.. so right now, i have just been working on setting everything up for iPad tall (3:4), and once it plays exactly as i want it to.. ill rewire the aspect changer script and text that out.. so i have so time before i will face the problem again :)... by the way what font did you use for the GUI.. I'm still trying to find it.
     
  45. carinha

    carinha

    Joined:
    Nov 29, 2013
    Posts:
    4
    when I select the function "use touch" on the input manager and build the project to my device, the touch screen don't work.
     
  46. freakprince

    freakprince

    Joined:
    Apr 25, 2012
    Posts:
    63
    How does scaling work exactly? my scene is having blue edges on the sides when i lower the scale of my "sand" also how do i lower the time that the scene scrolls after i die?
     
  47. TehOne

    TehOne

    Joined:
    Feb 20, 2014
    Posts:
    3
    I think I may have found a bug related to maxScrollSpeed. I don't think this is actually enforced anywhere that I can see. In the LevelGenerator.ScrollLevel method there is this code that calculates the scroll speed:
    Code (csharp):
    1. if (canModifySpeed)
    2.     //Calculate layer scrolling speed
    3.     scrollSpeed = defaultScroll + (((maxScrollSpeedDist - (maxScrollSpeedDist - distance)) / maxScrollSpeedDist) * (maxScrollSpeed - defaultScroll));
    But I don't see anywhere that enforces the maxScrollSpeed. I even put some debug code in there to see what happens when you go passed maxScrollSpeedDist:
    Code (csharp):
    1. Debug.Log("scrollSpeed: " + scrollSpeed);
    And sure enough, the scrollSpeed continues to increase beyond the maxScrollSpeed. Am I missing something here or is this just a bug?
     
  48. mangustas

    mangustas

    Joined:
    Oct 11, 2013
    Posts:
    15
    Hi there, "2D Infinite Runner Toolkit" Developers. I've been playing with this toolkit for a while and I want to say that this is very easy to re-skin the game by your needs, IT'S AWESOME. But I didn't managed to do some things with this toolkit, hope someone could help me or just to get me started on the road. This is the question I have:
    How can I create more Power Ups? I gone through all the scripts but didn't saw anywhere where these abilities are made (for example Extra Speed). I just don't get it. And how to understand "PowerUpActivations" objects under the MainGUI? Why are they grey? And how to add one more? Thank you very much for any help.
     
  49. Dreeka

    Dreeka

    Joined:
    Jul 15, 2010
    Posts:
    507
    silverJEM:
    We used the default font.

    carinha:
    Strange, It should work. Have you modified the input manager?

    freakprince:
    You can lower the time in the player manager's SinkEffects() function.

    TehOne:
    Yes, it is a bug, I accidentally left it in.

    mangustas:
    You can easily add new powerups in the new system, which will be added in the next update.
     
    Last edited: Apr 10, 2014
  50. silverJEM

    silverJEM

    Joined:
    Aug 29, 2012
    Posts:
    9
    sorry, my question for the font.. What style did you use on the font when making the texture buttons (like "shop", and "buy" and "missions")