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Development Update
Tip from your Uncle Eck:
Previous Entry
Moving Right Along with Ship Movement
Comments
September 08, 2015 07:42 PM
It's definitely more than a few pixels. In the gui it's about half the button height, but in world coordinates, it looks like it's off by 1 Unity unit (about the size of one of the ship cubes). I plan to put some debugging code in and make a game object follow the mouse, printing out the coordinates so I can try and see what's going on.The 1 pixel thing is definitely strange. Is her machine at a different aspect ratio or DPI?
Yup, different aspect ratios. I'm running at 1280 x 1024, and she's a 1440 x 900. But I'm building an executable, and Unity asks for the resolution before I run it. I also need to test to see if it only happens when I run Fraps. They do some weird window hooking into. Next week, I'll post more details.
\o/ Yay! I'm helping! It's also motivating for me. Each journal entry I try to write what I plan to deliver in the upcoming week. It helps me stay on task so I can deliver on my public claims. I sincerely doubt anyone's following me enough to notice if I ever slip up and don't deliver on last week's features, but I'll know. That's why I worked extra last weekend so I could keep my promise.(And your updates always inspire me to update my journal and game link...I'll have to get on it)
I also do it because I think it will serve as a marketing investment (eventually). And it gives me some practice making videos and writing about my game.
September 09, 2015 03:10 AM
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Looking good. I still like how great your ship destruction looks. You could probably solve the bullet problem by moving them to another layer once it's determined they've missed. (Some ignore all collision layer, or at least all ships)
The 1 pixel thing is definitely strange. Is her machine at a different aspect ratio or DPI?
(And your updates always inspire me to update my journal and game link...I'll have to get on it)