Wednesday, September 20, 2017

First?

I could probably make a game about pulling teeth with all this experience I racked up... but its settled. Finger Twister it is. Now I only have to figure out how...

You see, I spent hours wokring out that the new Unity Buttons removed their hover functionality and traded that in to the event trigger management system, which means that right now, its a button, with a trigger, with collision, with point effects, with a spring, with a rigid body, with a sprite renderer, with an image renderer too for some reason because its not used but required for the button which is not used but required to trigger the events. Oh and the event trigger still does not have a do while pressed or hovering function, so it's up to clicking it and not removing ur finger or leaving its area. But if you do it will go down, or double down, in short it doesn't know when you lift your finger while outside of the button, so it's possible to go perma negative score. I will need to write raycasts for all fingers every frame and not blow up the framerate somehow or find a new solution. Yay!

Unity you suck.

At least its fun so far, but next the plan is rolling little sleeping animal balls up and having them wake up and wander around. Not sure if its cute or mean to be poking sleeping puppies.

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