Forwarded from The devil Charlie
will send v 0.1 [first playable build] if i'm done
after like a week or two
after like a week or two
The devil Charlie
will send v 0.1 [first playable build] if i'm done after like a week or two
This was on feb 12 2023π
im not known for following my own time schedule
im not known for following my own time schedule
Forwarded from The devil Charlie
started btw
lemmi figure things out and will send u an update in the coming days
lemmi figure things out and will send u an update in the coming days
Forwarded from The devil Charlie
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working on a clone of stack
day 1 done
day 1 done
Forwarded from The devil Charlie
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day 2 of stack clone
basic Ui .. aspect ratio , rigid body , camera movement and scale done
basic Ui .. aspect ratio , rigid body , camera movement and scale done
Forwarded from The devil Charlie
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Day 3
a white plane spawns between the previous tile and active tile
and it will adjust its scale to fit the previous tile
[is for the combo .. but still didn't figure out how that shii works]
+minor UI improvement
a white plane spawns between the previous tile and active tile
and it will adjust its scale to fit the previous tile
[is for the combo .. but still didn't figure out how that shii works]
+minor UI improvement
Forwarded from The devil Charlie
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Day 4
Highscore is functional [will check if the current score is greater than what was recorded as highscore(default is 0) and will substitute the value to the higher one]
Reset button [will set the highscore back to 0{for debugging purposes}]
Speed increment [the tile speed will increase by (normal speed + (0.2*(current score / 40))) .. just don't ask whyπ .. it works]
And the tile cutoff sound [was searching all day for the sound.. couldn't find shii .. so i put the phone volume on max .. recorded through audacity .. removed the fan sound .. cut out the effect sound .. and viola (oh .. and it have a random pitch (between 0.9 and 1.5 {1 being normal})every time it is played)]
Highscore is functional [will check if the current score is greater than what was recorded as highscore(default is 0) and will substitute the value to the higher one]
Reset button [will set the highscore back to 0{for debugging purposes}]
Speed increment [the tile speed will increase by (normal speed + (0.2*(current score / 40))) .. just don't ask whyπ .. it works]
And the tile cutoff sound [was searching all day for the sound.. couldn't find shii .. so i put the phone volume on max .. recorded through audacity .. removed the fan sound .. cut out the effect sound .. and viola (oh .. and it have a random pitch (between 0.9 and 1.5 {1 being normal})every time it is played)]
Forwarded from The devil Charlie
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Day [5?]
-Added the gradient background
- Added the particles
-Kinda managed to figure out how the combo works[is still a work in progress{it basically checks if there is a cut tile or not then change the value of a bool ... which another script refers to and decides whether or not to spawn the combo material(the flashing thing)}]
And .. and
Touch works nowπ₯³π₯³[is a nightmare fyi .. but works nonetheless]
-Added the gradient background
- Added the particles
-Kinda managed to figure out how the combo works[is still a work in progress{it basically checks if there is a cut tile or not then change the value of a bool ... which another script refers to and decides whether or not to spawn the combo material(the flashing thing)}]
And .. and
Touch works nowπ₯³π₯³[is a nightmare fyi .. but works nonetheless]
Forwarded from The devil Charlie
The devil Charlie
Day [5?] -Added the gradient background - Added the particles -Kinda managed to figure out how the combo works[is still a work in progress{it basically checks if there is a cut tile or not then change the value of a bool ... which another script refersβ¦
also .. UI sorting doesn't work on position nor sorting layer
but the placement in hierarchyπ€¦ββοΈ
the ones on the top of he hierarchy will be rendered first .. hence will be in the back
but the placement in hierarchyπ€¦ββοΈ
the ones on the top of he hierarchy will be rendered first .. hence will be in the back
Forwarded from The devil Charlie
The devil Charlie
also .. UI sorting doesn't work on position nor sorting layer but the placement in hierarchyπ€¦ββοΈ the ones on the top of he hierarchy will be rendered first .. hence will be in the back
so a little more explanation of placement
for 3d objects .. ya'll know how it works .. the one placed closer on the xyz axis to the camera will appear in front and vice versa
for 2d objects .. there is a sorting layer .. and order of layer
sorting layers decide what is to be drawn first .. the one above will be drawn first hence will be in the back
and if there are multiple objects on the same sorting layer [which is default unless u add sorting layers] .. the order of layer comes in play
it have a numerical value [from -13k to 13k in unity] which decides what is to be placed in front
the lower number will be front and the larger number will be in the back [object with value of 3 will be above an object with value 5 and below an object with value 0]
and .. thats all
for 3d objects .. ya'll know how it works .. the one placed closer on the xyz axis to the camera will appear in front and vice versa
for 2d objects .. there is a sorting layer .. and order of layer
sorting layers decide what is to be drawn first .. the one above will be drawn first hence will be in the back
and if there are multiple objects on the same sorting layer [which is default unless u add sorting layers] .. the order of layer comes in play
it have a numerical value [from -13k to 13k in unity] which decides what is to be placed in front
the lower number will be front and the larger number will be in the back [object with value of 3 will be above an object with value 5 and below an object with value 0]
and .. thats all
Forwarded from The devil Charlie
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day [6 .. ish .. is a little complicatedπ₯²]
There is now a trial system .. you will be given a certain amount of trials everytime you start [5 in this case] .. and it'll decrease everytime you lose .. and it's value won't reset when you reload the scene {this was a headache to doπ .. it basically more or less uses the highscore system and store the value in playerprefs and not in the scene}
there is a lose condition when the trial is equal or less than 0
and there is a win condition which activate if you reach a certain score threshold [20 in this example] .. which displays a pop up message and a button while also freezing the game time so you don't do stuff behind the canvas .. and the button will take you to another scene (scene 1 {?}) which again states u won
and a reset button which resets the trial to it's starting value [5 in this case] for debugging purposes
+minor UI changes
There is now a trial system .. you will be given a certain amount of trials everytime you start [5 in this case] .. and it'll decrease everytime you lose .. and it's value won't reset when you reload the scene {this was a headache to doπ .. it basically more or less uses the highscore system and store the value in playerprefs and not in the scene}
there is a lose condition when the trial is equal or less than 0
and there is a win condition which activate if you reach a certain score threshold [20 in this example] .. which displays a pop up message and a button while also freezing the game time so you don't do stuff behind the canvas .. and the button will take you to another scene (scene 1 {?}) which again states u won
and a reset button which resets the trial to it's starting value [5 in this case] for debugging purposes
+minor UI changes