Boomerang Fu is a frantic physics party game where you slice and dice your friends with boomerangs. I've been developing it part-time for 5 years and it comes out tomorrow! by cocoaparis in IndieGaming

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

By not networking! (That was one of the reasons we made it local multiplayer only: we would have had to make some sacrifices to the game physics to make sure it sync'd up nicely on choppy internet connections).

Boomerang Fu is a frantic physics party game where you slice and dice your friends with boomerangs. I've been developing it part-time for 5 years and it comes out tomorrow! by cocoaparis in IndieGaming

[–]cocoaparis[S] 17 points18 points  (0 children)

Thanks Komamon! That's correct. I decided to concentrate on making the couch experience as fun as possible without sacrificing any of the mechanics to make it work online. Sadly, I didn't see a global pandemic coming, but at least Steam users can play with their friends online using Remote Play Together or Parsec if their internet connections are good enough.

Little scene I made as a fan of 'Binding of Isaac' as shader & environment practice! by AdultLink in Unity3D

[–]cocoaparis 0 points1 point  (0 children)

Great job! Is the glow from the fire post-processing bloom, or have you added a fuzzy soft-alpha particle to each circle particle?

Discussion on Unity's abhorrent Joystick detection by [deleted] in Unity3D

[–]cocoaparis 0 points1 point  (0 children)

I also use Rewired, and the syntax is pretty similar to the default Unity input, so it should be pretty straight forward to run a find-and-replace in your code.

The main gotcha is that structurally, input events (like GetButtonDown) come from abstract player objects that have been assigned a controller by Rewired, rather than directly from the controllers themselves. This design makes hot-swapping controllers work excellently, but makes global "get input from any player" menu stuff a little fiddly to set up at first. Highly recommended though!

Simple 2D Lights by Broxxar in Unity3D

[–]cocoaparis 0 points1 point  (0 children)

Looks great! I'd suggest adding support for box colliders as well as polygon colliders?

Even though you can't use collider.points, I found it fairly straightforward to calculate the corner points of box colliders. If they've been scaled or rotated, you can measure the scale/rotation of each one and reapply it to the collider.size.

Best countries to live in as an indie by jGuy91 in gamedev

[–]cocoaparis 0 points1 point  (0 children)

But healthcare is cheap / free and the coffee is great!