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<rss xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title>Designoid Games - Latest Comments</title><link>http://designoidgames.disqus.com/</link><description></description><atom:link href="https://designoidgames.disqus.com/comments.rss" rel="self"></atom:link><language>en</language><lastBuildDate>Sun, 14 May 2017 18:50:19 -0000</lastBuildDate><item><title>Re: How to use Events in Unity 5</title><link>http://designoidgames.com/2015/12/how-to-use-events-in-unity-5/#comment-3305888704</link><description>&lt;p&gt;I know that you posted it awhile ago, but I'm just now trying to learn how to use events in Unity/C#. My understanding was that the whole point of using events was so that you could avoid calling methods in your update loop. Is this wrong, or are you just triggering the event in the update loop for the sake of this example?&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Gabe</dc:creator><pubDate>Sun, 14 May 2017 18:50:19 -0000</pubDate></item><item><title>Re: Unity Bitmap Drawing API for textures &amp;#8211; open source</title><link>http://designoidgames.com/2014/06/unity-bitmap-drawing-api-for-textures-open-source/#comment-2741395466</link><description>&lt;p&gt;This was really helpful. I wanted to make some basic textures without having to create new assets. I might add some code to the application (creating a texture, using it as a sprite, etc) and post it later.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Rodrigo Perez</dc:creator><pubDate>Mon, 20 Jun 2016 17:08:59 -0000</pubDate></item><item><title>Re: Unity Bitmap Drawing API for textures &amp;#8211; open source</title><link>http://designoidgames.com/2014/06/unity-bitmap-drawing-api-for-textures-open-source/#comment-2293961154</link><description>&lt;p&gt;Seems like a cool idea.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Ashley</dc:creator><pubDate>Tue, 06 Oct 2015 21:59:02 -0000</pubDate></item><item><title>Re: Simple one-way platform in Unity</title><link>http://designoidgames.com/2013/07/simple-one-way-platform-in-unity/#comment-1778389081</link><description>&lt;p&gt;So what happens if they get almost all the way through the platform but not entirely and hit the trigger? Do they get stuck in the platform collider or shot out?&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Bloodvork</dc:creator><pubDate>Thu, 08 Jan 2015 10:24:47 -0000</pubDate></item><item><title>Re: Getting started with C# events in Unity (delegate + event)</title><link>http://designoidgames.com/2013/11/getting-started-with-c-events-in-unity-delegate-event/#comment-1691566441</link><description>&lt;p&gt;I don't think there's anything like that built-in. So you want to be able to pass any type of event to EventDispatcher.DispatchEvent()? In C# it's mostly built on calling specific events instead of one central dispatcher. But I did find what I think is an example of what you are looking for. ActionScript 3 has that same kind of a dispatcher and someone has implemented that into C# by having a dictionary of Delegates with the event name as keys:&lt;/p&gt;&lt;p&gt;&lt;a href="https://gist.github.com/keless/8727613" rel="nofollow noopener" target="_blank" title="https://gist.github.com/keless/8727613"&gt;https://gist.github.com/kel...&lt;/a&gt;&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Lauri Hosio</dc:creator><pubDate>Thu, 13 Nov 2014 12:42:06 -0000</pubDate></item><item><title>Re: Getting started with C# events in Unity (delegate + event)</title><link>http://designoidgames.com/2013/11/getting-started-with-c-events-in-unity-delegate-event/#comment-1689186419</link><description>&lt;p&gt;Thank you for answer! I'll try to explain.&lt;br&gt;Cocos2d-x has EventDispatcher class. It is implemented as singleton. We can send and receive events via it. In order to send an event we should create EventCustom class, add (or not) some data to it as a pointer and invoke dispatchEvent method in EventDispatcher object with EventCustom object as parameters.&lt;/p&gt;&lt;p&gt;EventCustom event("my_event");&lt;br&gt;_eventDispatcher-&amp;gt;dispatchEvent(&amp;amp;event);&lt;/p&gt;&lt;p&gt;For receiving this event at any place we should create listener class EventListenerCustom with our event name and callback function (this function has pointer to EventCustom as parameter) as parameters and add this class to the global EventDispatcher object class.  Our callback will be invoked after dispatchEvent call.&lt;/p&gt;&lt;p&gt;Of course, with Unity object-tag-component paradigm and delegates I can solve any “events” task. But if Unity has something like “EventDispatcher”, I’ll be grateful for any information.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">oc2pcoj</dc:creator><pubDate>Wed, 12 Nov 2014 04:01:02 -0000</pubDate></item><item><title>Re: Getting started with C# events in Unity (delegate + event)</title><link>http://designoidgames.com/2013/11/getting-started-with-c-events-in-unity-delegate-event/#comment-1688923676</link><description>&lt;p&gt;I'm not familiar with cocos2d. Because C# uses delegates you can pass in anything. String for the event name or a reference to the object being listened to for example. If you can tell me how your cocos2d implementation works, I can try to show how it's best done in C#&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Lauri Hosio</dc:creator><pubDate>Tue, 11 Nov 2014 21:43:34 -0000</pubDate></item><item><title>Re: Getting started with C# events in Unity (delegate + event)</title><link>http://designoidgames.com/2013/11/getting-started-with-c-events-in-unity-delegate-event/#comment-1687487063</link><description>&lt;p&gt;Is it real Observer? Listener knows all about object which will dispatch event. Does Unity have something like this: object subscribes singleton and receives messages from any other object of any type. EventDispatcher and CustomEventListener from cocos2d-x are pretty examples.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">oc2pcoj</dc:creator><pubDate>Tue, 11 Nov 2014 04:50:15 -0000</pubDate></item><item><title>Re: Getting started with C# events in Unity (delegate + event)</title><link>http://designoidgames.com/2013/11/getting-started-with-c-events-in-unity-delegate-event/#comment-1605009522</link><description>&lt;p&gt;Very clear, thanks.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">vekkna</dc:creator><pubDate>Thu, 25 Sep 2014 07:12:59 -0000</pubDate></item><item><title>Re: Simple one-way platform in Unity</title><link>http://designoidgames.com/2013/07/simple-one-way-platform-in-unity/#comment-1428606116</link><description>&lt;p&gt;I think make two collision maps - one for each player.  Colliders tagged as Player1Only for Player1 and Player2Only for Player2.  The art remains the same.  Player1 on an upward vel can pass through any Player1Only colliders.  Then use the system above.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Andy</dc:creator><pubDate>Tue, 10 Jun 2014 11:54:46 -0000</pubDate></item><item><title>Re: How to create a GitHub readme file?</title><link>http://designoidgames.com/2012/08/how-to-create-a-github-readme-file/#comment-1385356515</link><description>&lt;p&gt;Thanks for the comment. This syntax does look a bit simpler. I like the pseudo-HTML style too because most people know what the tags stand for without a reference.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Lauri Hosio</dc:creator><pubDate>Wed, 14 May 2014 14:54:47 -0000</pubDate></item><item><title>Re: How to create a GitHub readme file?</title><link>http://designoidgames.com/2012/08/how-to-create-a-github-readme-file/#comment-1376372940</link><description>&lt;p&gt;Actually, the preferred way to format this would be to actually use markdown. As you can see, it is much easier to read in a text editor:&lt;/p&gt;&lt;p&gt;# Doodle Paint5 for Pokki #&lt;/p&gt;&lt;p&gt;Doodle Paint5 is a simple HTML5 painting program that uses the Canvas element and mootools JavaScript library.&lt;br&gt;It runs on the [Pokki appstore](&lt;a href="http://pokki.com" rel="nofollow noopener" target="_blank" title="http://pokki.com"&gt;http://pokki.com&lt;/a&gt;).&lt;/p&gt;&lt;p&gt;## Important source files ##&lt;/p&gt;&lt;p&gt;- **app.js** - Main js entrypoint for Doodle Paint&lt;br&gt;- **popup.js** - Pokki popup wrapper&lt;br&gt;- **window.html** - HTML entrypoint for Doodle Paint&lt;br&gt;- **default.css** - All Doodle Paint CSS&lt;br&gt;- **ToolBase.js** - Abstract base class for painting Tools&lt;br&gt;- **Tool.js** - Painting tool implementations, pencil, brush, circle, spray, etc.&lt;br&gt;&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">NoneYa</dc:creator><pubDate>Fri, 09 May 2014 05:45:24 -0000</pubDate></item><item><title>Re: Unity objects in right z-order but still overlapping &amp;#8211; Render Queue Index</title><link>http://designoidgames.com/2013/07/unity-objects-in-right-z-order-but-still-overlapping-render-queue-index/#comment-1362724606</link><description>&lt;p&gt;thank you!&lt;/p&gt;&lt;p&gt;I solved an issue with SpriteRenderer and SkinnedMeshRenderer z-order using this tip.&lt;br&gt;SkinnedMeshRenderer now respect its sortingOrder.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Leonardo Baptista</dc:creator><pubDate>Wed, 30 Apr 2014 14:35:53 -0000</pubDate></item><item><title>Re: Touchscreen D-pad with AIR for Android (part 1 of 2)</title><link>http://designoidgames.com/2011/10/touchscreen-d-pad-with-air-for-android-part-1-of-2/#comment-1114165973</link><description>&lt;p&gt;I was thinking about it but couldn't think of too much to add for a second part in the end. If you have any questions on how to use it maybe I can do a follow-up.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Lauri Hosio</dc:creator><pubDate>Fri, 08 Nov 2013 13:28:53 -0000</pubDate></item><item><title>Re: Simple one-way platform in Unity</title><link>http://designoidgames.com/2013/07/simple-one-way-platform-in-unity/#comment-1114145341</link><description>&lt;p&gt;What I did was to change the logic away from using a trigger and instead change the collision layermask for the players. The simplest way is to check in the Update function of each player if you’re jumping or traveling upwards (for example compare previous frames and current position and see if the y is changed). If you are then change the layermask of that character to ignore the platforms layer that you can jump through. And once you’re not traveling upwards anymore – re-enable the collisions.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Lauri Hosio</dc:creator><pubDate>Fri, 08 Nov 2013 13:12:53 -0000</pubDate></item><item><title>Re: Simple one-way platform in Unity</title><link>http://designoidgames.com/2013/07/simple-one-way-platform-in-unity/#comment-1113972683</link><description>&lt;p&gt;This seems effective, but how would you handle it with multiple players / entities potentially passing through? I am trying to do one-way platforms as well and having limited success with a flat mesh collider facing upwards that only checks for collision  on the normal - It works more or less but I'm getting some weird "snapping" when a collider travels upwards through it.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Jesse Comb</dc:creator><pubDate>Fri, 08 Nov 2013 11:01:48 -0000</pubDate></item><item><title>Re: Touchscreen D-pad with AIR for Android (part 1 of 2)</title><link>http://designoidgames.com/2011/10/touchscreen-d-pad-with-air-for-android-part-1-of-2/#comment-1078434246</link><description>&lt;p&gt;It's been long since the tutorial! Do you have any intention for the part 2? It'd be good have the part 2 of the tutorial.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Touhid</dc:creator><pubDate>Thu, 10 Oct 2013 23:56:31 -0000</pubDate></item><item><title>Re: Designoid Games site is up!</title><link>http://designoidgames.com/2010/03/designoid-games-site-is-up/#comment-960222206</link><description>&lt;p&gt;Cool&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">hm</dc:creator><pubDate>Fri, 12 Jul 2013 15:40:16 -0000</pubDate></item><item><title>Re: How to create a GitHub readme file?</title><link>http://designoidgames.com/2012/08/how-to-create-a-github-readme-file/#comment-694438847</link><description>&lt;p&gt;useful :) &lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Soroush Atarod</dc:creator><pubDate>Sun, 28 Oct 2012 02:51:19 -0000</pubDate></item><item><title>Re: What I would want in a HTML5 gamedev-stack</title><link>http://designoidgames.com/2012/08/what-i-would-want-in-a-html5-gamedev-stack/#comment-617642526</link><description>&lt;p&gt;Hi Lauri,&lt;br&gt;I think we're building such a gamestack, have a look at &lt;a href="http://spelljs.com" rel="nofollow noopener" target="_blank" title="spelljs.com"&gt;spelljs.com&lt;/a&gt;&lt;/p&gt;&lt;p&gt;We're going to start the beta soon and would love to hear your feedback!&lt;/p&gt;&lt;p&gt;Cheers,&lt;/p&gt;&lt;p&gt;Julian //CEO&amp;amp;Founder of Spielmeister&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Spielmeister</dc:creator><pubDate>Sun, 12 Aug 2012 20:03:16 -0000</pubDate></item><item><title>Re: Touchscreen D-pad with AIR for Android (part 1 of 2)</title><link>http://designoidgames.com/2011/10/touchscreen-d-pad-with-air-for-android-part-1-of-2/#comment-531294589</link><description>&lt;p&gt;Hmmmmm &lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Heh</dc:creator><pubDate>Thu, 17 May 2012 13:03:09 -0000</pubDate></item><item><title>Re: Touchscreen D-pad with AIR for Android (part 1 of 2)</title><link>http://designoidgames.com/2011/10/touchscreen-d-pad-with-air-for-android-part-1-of-2/#comment-531291172</link><description>&lt;p&gt;Thanks for the feedback DM Cook.I think I was a tlltie unclear about what the Resistance feature entails. To get a sense of Apple's native implementation of the concept, open up your contact list (Phone &amp;gt; Contacts on the iPhone), place your finger on a contact's name, and start dragging up and down without lifting your finger. Notice, it's essentially a 1:1 ratio which I think feels right. As mentioned above the item is  stuck  to your finger.Now, go to the absolute top of your contact list so the  My Number is 1 (555) 555-5555  and the search box are visible. Place your finger on your first contact and start to drag down without lifting your finger. See how as you drag farther down the screen, the contact that you started on is no longer under your finger? That's the resistance I'm talking about, and I think it does provide an intuitive feel that you can't pull any farther. Especially because as you are pulling down you can see that there is nothing past the top of the list.I agree it's not crucial and I think there are other ways to solve the problem, but it seemed like a fun feature to implement at the time!Also, we've finally put the code for this online and publicly available on github. We're calling it . Feel free to take a look and hopefully we'll have some more documentation up soon.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Daniel</dc:creator><pubDate>Wed, 21 Mar 2012 02:57:46 -0000</pubDate></item><item><title>Re: Touchscreen D-pad with AIR for Android (part 1 of 2)</title><link>http://designoidgames.com/2011/10/touchscreen-d-pad-with-air-for-android-part-1-of-2/#comment-531291195</link><description>&lt;p&gt;Great tutorial!&lt;/p&gt;&lt;p&gt;This is exactly what I was looking for to add in my Tetris clone.&lt;br&gt;Looking forward to part 2 :)&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Ronny Anderssen</dc:creator><pubDate>Thu, 01 Dec 2011 12:40:21 -0000</pubDate></item><item><title>Re: Check out some of our latest work</title><link>http://designoidgames.com/2011/03/game-gallery-2/#comment-531291220</link><description>&lt;p&gt;Very awesome collection. keep up the good work!!!&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">vlado</dc:creator><pubDate>Sat, 19 Nov 2011 22:46:19 -0000</pubDate></item></channel></rss>