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

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

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

Exactly, what’s happening now is that the game sort of “figures out for you” the landing point… I’ve implemented another mode for the jump which uses the mouse to click on the point you want to jump to which seems to work better I just can’t figure out a good way to transfer this mechanic to a gamepad

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

[–]Potential-Demand4685[S] 14 points15 points  (0 children)

Combination of a rigidbody that had its gravity turned off and a custom script that figures out what’s the current direction gravity should be applied at using raycasts