@FinalMirage I just went back to the Q now and saw your answer. Thank you! I'm going to take a look now, as I have about 25 min to work
-
-
Replying to @DaveVoyles
@DaveVoyles I'd also suggest drawing your collision box underneath your texture(or making it see-thu), otherwise you won't see your texture!1 reply 0 retweets 0 likes -
Replying to @MirageMakes
@FinalMirage With the red box it draws fine, but I see what you mean. I should drop the opacity on the collision rectangle
1 reply 0 retweets 0 likes -
Replying to @DaveVoyles
@DaveVoyles Because, as it is, when you get your texture to draw, the collision box will completely cover it since you're drawing it on top1 reply 0 retweets 0 likes -
Replying to @MirageMakes
@FinalMirage this is what my rectangle collision looks like right now: http://www.youtube.com/watch?v=UMY3PZbekYA …
2 replies 0 retweets 0 likes -
-
Replying to @MirageMakes
@FinalMirage While I don't need the collision rect there, It's nice for players to visualize where they are making contact
1 reply 0 retweets 0 likes -
Replying to @DaveVoyles
@DaveVoyles Well, it's not something I'd suggest leaving in if you release it, especially if you have a regular texture for it.2 replies 0 retweets 0 likes -
Replying to @MirageMakes
@FinalMirage I tried your method, and the one of the poster above you, but still no dice. Geeze
1 reply 0 retweets 0 likes -
Replying to @DaveVoyles
@DaveVoyles I think you're passing .0f as your "Scale" parameter, so it's basically not drawing it at all, change it to 1f2 replies 0 retweets 0 likes
@FinalMirage It was the scale! Doh!
Loading seems to be taking a while.
Twitter may be over capacity or experiencing a momentary hiccup. Try again or visit Twitter Status for more information.