blueteak
New Marbler
Game Design & Programming
Posts: 6
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Blast!
Jul 27, 2013 21:30:53 GMT
Post by blueteak on Jul 27, 2013 21:30:53 GMT
Hey everyone, quick update.. Blast has now been implemented! Right click (or shift on Mac) will use a blast similar to Marble Blast Online. A small UI component on the bottom right of the screen shows how much charge you have, past 50% and you can use the blast, but letting it build to 100% will give you a larger effect! Come test it out! Edit: Also added three new ball skins
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Jkk39
Advanced Marbler
Minecraft and MarbleBlast Fanatic!
Posts: 336
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Post by Jkk39 on Jul 28, 2013 13:31:06 GMT
This game has made fast progress! Tried the blast out the other day and i had a lot of fun. I also played on my logitech controller and that was really fun as well.
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blueteak
New Marbler
Game Design & Programming
Posts: 6
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Blast!
Jul 28, 2013 16:37:59 GMT
Post by blueteak on Jul 28, 2013 16:37:59 GMT
When you say controller, do you mean a mouse or a USB joystic/controller. I didn't realize it was compatible with non-keyboard controllers, as I've programmed in "Get Key "w" -> Go forward"
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Jkk39
Advanced Marbler
Minecraft and MarbleBlast Fanatic!
Posts: 336
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Post by Jkk39 on Jul 28, 2013 16:42:19 GMT
I mean Usb controller and I use ControllerMate to bind buttons to keys. So the controller can be used for any game.
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blueteak
New Marbler
Game Design & Programming
Posts: 6
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Blast!
Jul 28, 2013 17:03:38 GMT
Post by blueteak on Jul 28, 2013 17:03:38 GMT
awesome, eventually the idea would be to universalize the controls for any controller, but that takes a bit of work
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Blast!
Jul 28, 2013 19:38:38 GMT
Post by Don.Gato on Jul 28, 2013 19:38:38 GMT
When you say controller, do you mean a mouse or a USB joystic/controller. I didn't realize it was compatible with non-keyboard controllers, as I've programmed in "Get Key "w" -> Go forward" Shouldn't you be using Input.GetButton ("forward") -> Go Forward?
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Frozen Marble
Advanced Marbler
[ss:Dark Winter]
(not the annoying Ralph!) King of Horrible Jokes
Posts: 255
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Blast!
Jul 28, 2013 19:40:23 GMT
Post by Frozen Marble on Jul 28, 2013 19:40:23 GMT
Do it with epic paticle shoot!
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blueteak
New Marbler
Game Design & Programming
Posts: 6
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Blast!
Jul 28, 2013 21:41:48 GMT
Post by blueteak on Jul 28, 2013 21:41:48 GMT
Shouldn't you be using Input.GetButton ("forward") -> Go Forward? Ya, that's not the problem (I "should" but for some reason I like to hard code keys ), it's transferring "p" and "t" for pause and chat respectively that would present any problems. @ralph, check out the current particle effect, the particles blast out and bounce off the environment
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Blast!
Jul 28, 2013 22:34:20 GMT
Post by Don.Gato on Jul 28, 2013 22:34:20 GMT
You can use the input manager (I believe it's at edit > project settings > input) to set up buttons for "pause" and "chat" respectively. And while you're in there remove anything you won't use and rename what you are using to mean something in the context of the game. It bugs me when I open up a unity game and the pre-launch control settings are completely unintelligible because they left the default list, which usually has far more buttons listed than are used in the game. And how should I know what fire1 is in a game with no guns. (Sorry, ranting) EDIT: and you probably know, but my previous post was kinda wrong, better to use Input.GetAxis ("Vertical"). What I put would only work if you set up your own forward in the input manager, but still not as good because controllers.... I haven't played with Unity in a long time so my memory of it isn't great, (and I never was any good at it to begin with) Sorry for being a backseat driver
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blueteak
New Marbler
Game Design & Programming
Posts: 6
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Blast!
Jul 29, 2013 17:47:28 GMT
Post by blueteak on Jul 29, 2013 17:47:28 GMT
Since I normally just use keyboard and mouse (and iOS requires an entire recoded control solution for touch controls) I haven't really ever experimented with the Input settings, so thanks for giving me a tip for where to look! I'll be sure to transfer the controls over eventually. Working on prettying up the visuals atm (check out latest blog post for an update )
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