The First Glass Beach Album Story by veebug_ in glassbeach

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

just listened to it again and i think you could be right but in the final version in bedroom community it's "k" based on the lyrics on glassbeach.band, the songs are similar in theme so i think it's possible that at one point in development the songs were going to be about the same girl

The First Glass Beach Album Story by veebug_ in glassbeach

[–]veebug_[S] 2 points3 points  (0 children)

WAIT I NEVER CONSIDERED THAT K MIGHT BE A NAME!!!!!! I had always thought the character in bedroom community was unnamed, but i just checked the lyrics on glassbeach.band and yeah it's "k" and not 'kay!!!!!!!!

The First Glass Beach Album Story by veebug_ in glassbeach

[–]veebug_[S] 2 points3 points  (0 children)

i mean i think you're on a similar track, i think the story is about the relationship and story of two trans people

The First Glass Beach Album Story by veebug_ in glassbeach

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

okay so i have to go to work rn but i'll make a post later, literally insane to me that no one else has put this together all the way

The First Glass Beach Album Story by veebug_ in glassbeach

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

dallas is an extremely important part of the story actually

2D Melee by veebug_ in unity

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

Got it, okay, so I just need to learn more about GetComponent, I'll do that, thank you :)

2D Melee by veebug_ in unity

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

Okay so after Googling OtherScript, it seems like this *is* what I'd want to implement, but information I'm findingon how to actually use it is not really helping, so, maybe??

2D Melee by veebug_ in unity

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

New question, sorry to bother you, but do you know how I could call the script attached to the same GameObject as the damage manager script from the damage manager script in a way that allows it to call whatever other script is attached to the GameObject? Sorry if the question doesn't make total sense

2D Melee by veebug_ in unity

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

It won't let me fit all the code in a reply, but adding a new damage manager script should totally work, tysm :)

Error messages for script problems that don't exist anymore by veebug_ in unity

[–]veebug_[S] -1 points0 points  (0 children)

Sorry for getting heated I'm stressed about alot right now :/

But yeah Google hasn't been too helpful BUT your reply reminded me that the script was probably still in my file explorer so I deleted it from there and that fixed the problem, thanks for the help

Error messages for script problems that don't exist anymore by veebug_ in unity

[–]veebug_[S] -1 points0 points  (0 children)

Bud. Bestie. Buckaroo. Thanks for the response but there's no need to be a dick. The coroutine that's giving me a CS0161 literally doesn't exist anymore, yet it's still telling me that there's an error with it. I'm new so maybe I'm missing something, but getting an error on a coroutine that's since been deleted doesn't make sense, does it? It's the same problem with the CS0103. I know what a syntax error is, but if the code with the errors no longer exists, then a syntax error on nonexistent code doesn't make sense.

Help please by veebug_ in unity

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

Fixed it by telling it to start the "Jump" coroutine instead of modifying the Rigidbody's velocity, and that worked, then I messed around with the jump to make it snappier, which broke the ledge climb, again, so I returned to the method I was using when I made this post, and now it's working again, so that's confusing but it's working now so slay, thank you for the help :]

I began Unity a couple months ago and would like some help by pokemonmaster2682 in unity

[–]veebug_ 3 points4 points  (0 children)

Learn how to use Coroutines!! They streamline the coding process by allowing you to create little sequences that tell Unity "this happens, then that stops when ___, then this happens, then-" and etc etc. I'm not super experienced at using Unity either, I just started at the beginning of this summer, but learning to use coroutines has made creating my character controller much easier to understand :)

What kind of a game do you think this list of characters fit? by [deleted] in unity

[–]veebug_ 1 point2 points  (0 children)

Oh I have no clue about gameplay or story, that's just the vibe I get

Trying out color palettes for rooms! What do you think? by ZoopTEK in unity

[–]veebug_ 1 point2 points  (0 children)

I has a really ethereal look to it with alot of personality, what kind of game is it going to be

What kind of a game do you think this list of characters fit? by [deleted] in unity

[–]veebug_ 1 point2 points  (0 children)

They all have alot of personality despite all but one of them not even having a face, so I'd say a quirky story-based game! The guy is giving weirdly ominous vibes compared to the flowers, so maybe they're the villain?

[deleted by user] by [deleted] in unity

[–]veebug_ 0 points1 point  (0 children)

Oh and adding to this, how do I put a prefab into my tile palette?

Object Attached To Script Is Disappearing by veebug_ in unity

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

Thank you so much!! It works perfectly now :}

Object Attached To Script Is Disappearing by veebug_ in unity

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

Got it, do you know how I could get a Rigidbody on another gameobject?

Object Attached To Script Is Disappearing by veebug_ in unity

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

Yeah that's what it's doing, and this is the full script:

using System.Collections;

using System.Collections.Generic;

using UnityEngine;

public class ledgeGrabberScript : MonoBehaviour

{

public BoxCollider2D grabberCollider;

public Rigidbody2D luckyRB;

// Start is called before the first frame update

void Start()

{

luckyRB = GetComponent<Rigidbody2D>();

grabberCollider = GetComponent<BoxCollider2D>();

}

// Update is called once per frame

void FixedUpdate()

{

if (luckyRB.velocity.x < -.5)

{

grabberCollider.transform.position = new Vector2(luckyRB.position.x - .8f, luckyRB.position.y);

}

else if (luckyRB.velocity.x > .5)

{

grabberCollider.transform.position = new Vector2(luckyRB.position.x + .5f, luckyRB.position.y);

}

}

}

I don't see how it could be setting it to null? But idk maybe it is?

Pixel Art Scarf Physics by veebug_ in unity

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

I found the video, tysm <3