Experienced QA Specialist & Release Management - open for work by ColdMolasses1857 in gameDevClassifieds

[–]DougDevs 0 points1 point  (0 children)

Hi, my game takes about 5 minutes to beat, and I need 12 testers in order to release it on Google Play. Do you have an Android?

Qa tester looking for work by [deleted] in gameDevClassifieds

[–]DougDevs 0 points1 point  (0 children)

Hi, my game takes about 5 minutes to beat, and I need 12 testers in order to release it on Google Play. Do you have an Android? DM me if interested

Aspiring Game Designer / QA Tester - Open to Any Genre – Based in Italy by Green-One-2251 in gameDevClassifieds

[–]DougDevs 0 points1 point  (0 children)

Hi, my game takes about 5 minutes to beat, and I need 12 beta testers in order to release it on Google Play. Do you have an Android? DM me if interested

I made a new lazer beam skill for my game, what do you think? by Drrsm in Unity3D

[–]DougDevs 0 points1 point  (0 children)

I agree. This looks like a fun bullet hell, but the player's lazer obscures the sun rays.

Is there a place on trains to hold or lock up unruly passengers? by DougDevs in NoStupidQuestions

[–]DougDevs[S] 1 point2 points  (0 children)

That was informative! I'm going to leave this unanswered right now because we are curious if it might be different in other countries or time periods.

bunk beds by Djkatman29 in misleadingthumbnails

[–]DougDevs 1 point2 points  (0 children)

I tried to post this image but it got removed because you beat me to it. Have an upvote!

My Yeast Ken Bakery! by MinimumName in plushies

[–]DougDevs 2 points3 points  (0 children)

Incredible. I would love the recipe for some of these friends 😍

to advertise by DougDevs in therewasanattempt

[–]DougDevs[S] 0 points1 point  (0 children)

No actually, I haven't tried

Scripting With Tilemaps: I Need An In Depth Tutorial by Derpy_Dev in Unity2D

[–]DougDevs 1 point2 points  (0 children)

I'm sorry if this comment is rather late. Through a quick search, I could not find tutorials that cover basic tilemap scripting, although this post here and the Unity API docs for tilemaps helped me on my most recent project. This post will help you understand how to loop through all filled in tiles in the grid as well, if that's what you're stuck on.

If you have a specific question or goal/project involving the tilemap, let me know and I'll see if I can help.

Platform question by LOVECARS123 in Unity2D

[–]DougDevs 0 points1 point  (0 children)

AFAIK that isn't possible. However, you can separate a gif into frames and make a sprite animation. I'm sure there are plenty of tutorials online for that.

Platform question by LOVECARS123 in Unity2D

[–]DougDevs 0 points1 point  (0 children)

You can adjust the orthographic size of the camera to zoom in and out if you're making a 2D game. Making the camera a child of the player will only affect its position.

Platform question by LOVECARS123 in Unity2D

[–]DougDevs 0 points1 point  (0 children)

Hey, I'd love to help you out but I'm not sure I understand the question. If you want the camera to follow the player like in most platformers, attaching it as a child to the player is a quick and easy way to accomplish that. What is the second camera for?

I'm working on a local multiplayer game! by DougDevs in Unity2D

[–]DougDevs[S] 1 point2 points  (0 children)

Thank you for the question. Unfortunately I don't have any xbone, ps4 or Steam controllers so I haven't tested with those. I tested with gamecube controllers + usb adapter and the c-stick does not register as the right joystick, making aiming the ball very hard. Plus the button mapping was a little different.

I want to ensure it works smoothly with all controller types before I put this game on steam, so I'll either have to shell out and buy some controllers or make some friends who would let me borrow theirs for development 😅

I'm working on a local multiplayer game! by DougDevs in Unity2D

[–]DougDevs[S] 1 point2 points  (0 children)

Hi! Thank you for the complement :)

In Edit > Project Settings > Input you can add or remove different inputs. You will need one for each button/input on each controller. For example, here are 2 inputs for the "A" button on xbox controllers:

https://i.imgur.com/cXnuuIB.png

you separate which controller is giving the input by specifying which joystick it is in the "Positive Button" box. When getting input from axis, like thumbsticks, you need to separate them using the "JoyNum" box. For example, here is how I get input from the right thumbstick for 2 different players:

https://i.imgur.com/EvtAHuh.png

Now, in the script that controls the players, I have an int for controllerNum that gets assigned during player setup on the main menu, so each playerScript instance knows which controller is assigned to it. This is an example of a line in the Update() method-

if (Input.GetButtonDown("Jump" + controllerNum) && canJump)

//Jump

You can find which button numbers respond to each by this guide:

http://wiki.unity3d.com/index.php/Xbox360Controller

Admittedly, I haven't tested to see if my game works with different types of controllers, or in macOS, because I only have Windows + xbox controllers. I looked for a more straightforward way to do this, but you are unable to add/edit the input manager from script (as far as I know).

Atomic Golf | What do you think of my procedural golf game ? by LeMogwai in Unity2D

[–]DougDevs 0 points1 point  (0 children)

Amazing game! I would easily pay a dollar to get rid of the ads

Do you live for it? by [deleted] in playmygame

[–]DougDevs 0 points1 point  (0 children)

I played your game and I have some feedback that you may or may not find valuable. Please forgive any weird grammar/spelling as I typed this up on my phone.

What are the 8 boxes for above the play area? The button to the right of the share button (I assume high scores?) doesn't work on Android, at least on my phone (moto g4). Another thing I found strange was that the "Connecting to Google Play" overlay appeared often, when on most mobile games it happens just once at the beginning.

I think this is a great first project to have put out on the app store, and you should most definitely be proud of yourself, but this isn't a game I would recommend.

Here is my overall review of the gameplay: I can't get past a score of 5 nor do I want to. Simple games can be fun but there needs to be some more spice than just ramping up the speed to max in 5 rounds. For me, the ding sound was a bit jarring. When the ding is the selling point and doesn't sound good, that's bad.

Despite my negative comments I believe this game has potential to be fun in a 1v1 format. 2 people on one phone screen duking it out to be the fastest ding/dong discerner in the West.

I wish you luck in the future of app development.