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Socoder -> In-Development -> Flip Out!

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Tue, 23 Aug 2016, 12:03
spinal
After looking at some of the prices involved, I really doubt that I will release this on the 3DS. They just don't let you use the cheapest option (cost approx. 2 3DS consoles) but insist that these dev units require some other hardware (cost approx. top-end PC). If I had the money to by a top-end PC, I'd spend it on a top-end PC... A'm not convinced I'd make my money back with this game alone

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Tue, 23 Aug 2016, 12:35
Jayenkai
That's a shame.
Still, you've learned a lot about Unity, and managed to get a game up and running. That's more than I had the patience for!!

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Sun, 28 Aug 2016, 03:07
spinal
Just had to change my level loading to the 'correct' way. Turns out my first way was totally wrong and only worked with a windows build by coincidence, doesn't work on any other build ever.
That might be sorted now

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Sun, 28 Aug 2016, 03:10
Jayenkai
LOL.. Multi-target issues are complex and many!
Mon, 29 Aug 2016, 01:41
spinal


I need some ideas guys

I'm aiming to make my groups of levels themed and although I'm capable of eventually drawing the player sprite in a range of different 'costumes' (pixel-art, slightly cartoonish), coming up with ideas for the rest of the gfx is a little beyond me.

Anyone got any ideas?

Above example, a cardboard box. I have no idea what sort of terrain a cardboard box would roll around in, what the falling/solid tiles would actually be etc.

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Mon, 29 Aug 2016, 04:02
Jayenkai
A little series of conveyor-belt like objects.

With perhaps some rollers, whereby if you land on the rollers, you can't stop until you reach the other end.
(eg, same effect that Ice blocks would have)

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Fri, 02 Sep 2016, 03:25
spinal
I'm disrespecting all sorts of 'good practice' suggestions coding this. Currently I'm mixing built in collision detection and manual 'look it up in an array' on both the player cube and the tile cubes for navigating the level.
Good luck to future me. If I spend a little time away from this I won't have a clue what I've done!

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Fri, 02 Sep 2016, 07:52
cyangames
Hmm. I might look into updating Super Grid Run at some point then...Depends on the dev kit costs though. if we're talking £1k upwards then I'll have to settle for standard gameboy (and later on NES) game making for the moment.

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Fri, 02 Sep 2016, 09:41
rockford
Why do you need collision detection at all? Just use the value of the array under the cube. If it is zero, then make the cube fall, if not, do something else.
Sat, 03 Sep 2016, 05:15
spinal
I was having issues referencing and locating the tile objects so went with built in collision detection and switched gravity on when the player leaves the tile.

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Mon, 12 Jun 2017, 14:22
spinal
grrrrrr

Twitter link that Jay can't get to work inside the post, because Twitter keep changing their bloomin' parameters every other week.

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Mon, 12 Jun 2017, 14:37
Jayenkai
It's all about the marketing.. We've no chance!

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Mon, 12 Jun 2017, 15:09
rockford
That does look nice. Lovely and clean looking. Simply elegant.

But... that look wears thin very quickly.

See Spinal, if you'd worked on your game, rather than creating a ton of other awesome stuff, you could have your game in the marketplace There may be a moral there...
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