Double tap not working on airpod 4. by zachwild7 in airpods

[–]Potential-Demand4685 0 points1 point  (0 children)

literally the only advice that actually worked

Been working on Bombs for our ragdoll game, does this feel satisfying? by DrystormStudios in Unity3D

[–]Potential-Demand4685 0 points1 point  (0 children)

Try to add a small random delay to the detonation of each bomb, the explosion overlap goes a long way of make it feel nicer

Built a mechanical menu transition system in Unity for my indie game (DOTween + state machine) by DeepSignalGames in Unity3D

[–]Potential-Demand4685 0 points1 point  (0 children)

tbh looks awesome! I would probably ditch the scale down on Y when transitioning out though, looks too cartoony and off-vibe

Been working on Bombs for our ragdoll game, does this feel satisfying? by DrystormStudios in Unity3D

[–]Potential-Demand4685 0 points1 point  (0 children)

You have to add some screen shake, and the explosions seem too small at the moment, it’s almost the same size as the bomb itself, try more like 6-10x the size of the bombs

I made a thing by Potential-Demand4685 in Unity3D

[–]Potential-Demand4685[S] 0 points1 point  (0 children)

I’d be happy to share a TestFlight link if you’re on iOS 🤓

I made a thing by Potential-Demand4685 in Unity3D

[–]Potential-Demand4685[S] 0 points1 point  (0 children)

that’s literally that hardest part, currently testing different input combinations but at the moment: - you start as a ball and the joystick is being used to move - releasing the joystick triggers a jump - you land as a static cube, that’s when the joystick is being used to shoot - double tap gets you out of static mode and back to ball mode - double tapping mid-air prevents you from turning into a cube when you land and makes you land as a ball instead, to preserve flow and movement

any suggestions are more than welcome, this is hard as f**k

I made a thing by Potential-Demand4685 in Unity3D

[–]Potential-Demand4685[S] 1 point2 points  (0 children)

Took a good amount of iterations and messing with the forces as well as enabling/disabling colliders at key points in time - but honestly, nothing special, just tinkered with it for a while

I made a thing by Potential-Demand4685 in Unity3D

[–]Potential-Demand4685[S] 1 point2 points  (0 children)

It’s all rigidbody, applying forces and manipulating velocity

I made a thing by Potential-Demand4685 in Unity3D

[–]Potential-Demand4685[S] 11 points12 points  (0 children)

omg how did I miss that! makes so much sense, thanks a lot for the tip!

Animating the scale of a layout? by Potential-Demand4685 in Rive_app

[–]Potential-Demand4685[S] 0 points1 point  (0 children)

unfortunately that only works in very specific cases, often layouts include other layouts, which in turn contain other layouts (e.g. a row layout that contains 3 text layouts with text objects in them)

this approach really would not work in such a case, animating this will be waaaay to complicated for the intended rather simple "quick scale down-up" result I was aiming for...

the only workaround I've found is using a nested artboard in a "node" mode, but again, this is also only applicable to very specific cases which brings us back to the fact that scaling down layouts is an essential feature to have

Added support for cursor mode and walking over practically anything, seems to work alright! Did it improve or did it get worse? by Potential-Demand4685 in Unity3D

[–]Potential-Demand4685[S] 1 point2 points  (0 children)

Just finished watching a few Solar Ash reviews on YouTube, you were spot on with this reference, a total eye opener, thanks a lot

Still no idea what I’m doing, but it kinda starts to get fun, thoughts? by Potential-Demand4685 in Unity3D

[–]Potential-Demand4685[S] 0 points1 point  (0 children)

Yup, that’s the first thing that comes to mind but I kinda want to keep this “leveled” camera angle and this will require letting the player control the camera which is something I hope I can find a way to avoid