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(1 edit)

you can already do sub emitters! I'll have to add more tutorials and things, but in the bullet died event you can call Spawn on a second manager ☺️ 

Trails will be incredibly difficult, I doubt I'll be able to add them particularly soon, but they are on my list. It's going to have to be a custom mesh and material, and I just don't have time for that yet 😅

What would you use a stacked manager for? Happy to add it, but I don't really know what you mean!

You're welcome to use and experiment with it in the editor, but you'll only be able to build the project during bullet hell jams. I'm giving people a bit of a grace period for any jam issues, but builds will be disabled shortly!

Thanks for the feedback 😁 and I'm looking forward to trying your game!

Ik it's possible to have different managers for different type of bullet/spawner combo on an object, by stacked manager I mean 1 manager to rule them all, as is if there are x patterns then 1 manager for them all, then you can do something like spawn(n,....) Or use spawnAll(...) When we want all of them. 

I mean this is not extremely needed, but I feel it'll be useful. Of course your can simply add x no of managers and that'll work too, but ease of usage I guess would be with 1 single manager for multiple patterns, 

Eg- a circle pattern and 3 shot pattern, in terms of Scriptable objects these 2 will have their own pair of bulletSettings and spawner settings, but on game object I'll have 2 managers for each type of "gun", instead of 2, 1 manager for both. With some custom inspector for adding in managerbase (or something like that) each managerbase can have the call backs and other stuff like that 

I was thinking in terms of making custom editors and stuff for level building too, or using json for parsing a level info, would be easier if there's 1 "stacked" Manager for objects with multiple patterns I guess 

Well this was more or less like a personal take on it

oh that's interesting, yeah I can definitely do that 😁