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Hey, thanks for your kind words! And thank you for the video, it means a lot to me, and it's also very useful :) I watched it all and now I have a long list of bugs to fix ^^"

I admire your tenacity in the boss fight, and I am so sorry for the frustrating experience. Actually there is a bug because finding the animal in the thoughts is supposed to be much easier. But I realized it is resolution-dependent. As you have a higher resolution, you have to get much closer to the center of the thought before it appears... I'll make sure to fix that!

Also it's quite interesting that you didn't use the book a lot. It's actually meant to help you solve puzzles in many places, but I'm glad you could find your way through anyway.

Sorry that I did not respond the same day. I did not get a notification about your response. 
I checked the book a couple of times when I was thinking how to solve the puzzles. I just cut these moments because I do not talk there at all. The bug must be because of my resolution. My native resolution is  3840 x 2160 so some UI elements may get lost. To fix it I would suggest many ways:

You can anchor UI elements to its borders or get the UNITY AUTOMATIC UI ANCHORING plugin to fix UI problems.

Additionally, Unity has an option to let people choose the resolution before starting. It has to be somewhere in the project management section, so I would prefer the resolution you planned players to use. To test UI scaling, you can change aspect ratios during the play mode in the Unity Editor.

I personally use this C# code to fix my anchors through the code:

rectTransform = objectDragInstance.GetComponent<RectTransform>(); RectTransform parentRectTransform = null; if (rectTransform.transform.parent) parentRectTransform = rectTransform.transform.parent.GetComponent<RectTransform>(); if (!parentRectTransform) return; Undo.RecordObject(rectTransform, "Anchor UI Object"); Rect parentRect = parentRectTransform.rect; rectTransform.anchorMin = new Vector2(rectTransform.anchorMin.x + (rectTransform.offsetMin.x / parentRect.width), rectTransform.anchorMin.y + (rectTransform.offsetMin.y / parentRect.height)); rectTransform.anchorMax = new Vector2(rectTransform.anchorMax.x + (rectTransform.offsetMax.x / parentRect.width), rectTransform.anchorMax.y + (rectTransform.offsetMax.y / parentRect.height)); rectTransform.offsetMin = Vector2.zero; rectTransform.offsetMax = Vector2.zero; rectTransform.pivot = new Vector2(0.5f, 0.5f); rectTransform.pivot = new Vector2(0.5f, 0.5f);

Thanks for the help! I actually already fixed these problems on Saturday :) Everything should work the same on any resolution now.

Nice job. Unity can be tricky sometimes.