Okay, I'll give test, and thank you.
Art Ink Studios
Creator of
Recent community posts
I finally got the idea random spawn going, but now need help in wanting the spawning prefabs located within a rectangle area. Here are ideas of want I mean from these web links. how to create a spawn point within shape area for unity - Google Search
Also here is the random spawn script that I made if needed to apply where for the rectangle script to go to.
public GameObject objectToSpawn;
public GameObject parent;
public int numberToSpawn;
public int limit = 15;
public float rate;
float spawnTimer;
// Start is called before the first frame update
void Start()
{
spawnTimer = rate;
}
void Update()
{
if (parent.transform.childCount < limit)
{
spawnTimer -= Time.deltaTime;
if (spawnTimer <= 0f)
{
for (int i = 0; i < numberToSpawn; i++)
{
Instantiate(objectToSpawn, new Vector3(this.transform.position.x + GetModifier(), this.transform.position.y + GetModifier())
, Quaternion.identity, parent.transform);
}
spawnTimer = rate;
}
}
}
float GetModifier()
{
float modifier = Random.Range(-10.5f, 10.5f);
if (Random.Range(0, 2) > 0)
return -modifier;
else
return modifier;
}
}
We are creating a 2-D vector assets with a fade-in animation that flash multi-colors. But the tricks is that we tried to create a Unity C# script into having the prefab to spawn 15 times in a different location in front of the Earth to where each prefab would appear 2 seconds and only start appearing for every 20 seconds on the timer of the game. I created an image below of how the assets called the "Vectoroc" asteroids would appear in the game. The question is that how to create a C# script for Unity to spawning a prefab in a different location, but do not spawn in the same location after the last 15 asset that spawn. It will be a big help, and thank you.
I manage to play your game, and it reminds me of the classic arcade Space Invader meets Galaga and Raiden. If I suggest into include the option for the player to switch button control for the game. Especially, if the player does not have a mouse button for the PC. The final suggestion is adding the satellite, about two for each side of the ship for the player to acquire whenever shooting an enemy to unlock, that is similar to classic shoot' em up games. I hope these suggestions would help your game.
Hi, I was wondering is it best as an indie developer to work with a partner for social media and marketing strategy that is also a indie developer. I used to work with them as concept artist for their project and now they want to sponsor not only my past work with them, but my current team and combine into getting more twitter followers.
Hello, everyone. We are about to launch our first newsletter for the email marketing to our game. However, we don't have much of a gimmick for a lead magnet outside the music samples. We have two questions like how many music tracks can we include within the lead magnets, and for the second question is does the musician on our team gets paid for music tracks included with the lead magnet?
I got a chance to play your game to which it reminds me little of Metal Slug meets Gradius. If I add a suggestion is when upgrading a weapon have the character change color or costume that is based on a weapon. Next when playing two or three players have them combine into one for 10 to 15 seconds. The first player can control the movement as the rest of the players can shoot rapid in a circular spread bullets, whenever they acquire an item like a glowing star. I hope these suggestions would help your game.
I got a chance to play your game and it reminds me of Legend of Zelda 2 with platform. There are a few suggestions that I came up with. First change the attack button from the left mouse button to the space bar and change the jump to the up arrow key. Next change the arrow attack from the right mouse to the left “X” keys on the keyboard. Finally, add an attack style called the Down-thrust to which you either fall from the air or jump to fall as you point the sword downward on an enemy or ground by press and hold space bar and down arrow key. I hope these suggestions would help improve your game. Also, will there be upgrade weapons and abilities in the game?
I manage to play your game with a high score of 5 kills in 30 seconds. The game reminds me a little of the classic arcade game called Smash TV. However, I do have some suggestion for your game. First add in swarm of enemies to appear on screen to increase the challenge. Next have the mission to collect multiple of weapons like the machine gun that auto fire, the spread that fire ten bullets, mega bomb were the radius of bomb cover the area, flame thrower and more. That way you can collect weapon, but interchange them as an advantage during the game. Finally, add in an option to allow the player to change the control buttons. I hope these suggestions would help improve your game.
After playing your game to which it's challenging, but fun platform that reminds me of Kirby and Sonic. May I suggest is to zoom out the camera to capture the entire level. That way the player will have a better feel to the game and know what to expect. Next is to add in game play of collecting items like a map that display the HUD of the level or a key to find and unlock the door to the next level. Finally, add a different enemy as obstacle to enhance the challenge of a level. I hope this suggestion would help improve your game.
I got a chance to play your game it reminds me of classic NES game Ninja Gaiden meets Mega Man. However, I spotted a few suggestions that was hurting the game play. First add a point system to enhance the gaming experience and finally all the option to switch control of the game. Because controlling the “WASD” or arrow keys along with the space bar and mouse is difficult for muscle memory when controlling. For the question is there any weapon upgrade or acquire ability later in the game? I hope these suggestions and question would help improve your game.
I got a chance to play your game and it looks like a homage of the 1980s arcade games. Mostly it looks like a combination of the game Defender meets Space Invader. However, there are a few suggestions that I spot that could be a problem. First keep the background still because the spinning lights can be either distraction or straining on the eyes. Maybe replace it with non-moving twinkle stars in the background with a streaking shooting star that appear randomly, but rare in the background. Next include a timer to create goal and stakes to the game play. Finally, include a weapon upgrade like twin laser. I hope that these suggestions would help improve your game.
I got a chance to play your game and it looks like Metroid in tower defense. There are few bugs and suggestions for the game that I spotted. First, when I shot to which it is not responsive when fire upon the enemies. It's like when I shot an enemy to when it appear it did not hit it. Maybe add a red fade-in as hit damage to the enemy. Next have the option to change the controller within the option menu because the only option to control the mouse and three key from keyboard can be difficult to the muscle memory. Include weapon upgrade to enhance the game play. Finally, for suggestion create a ring of enemies that are insect-like that appear and surround the totem. I hope these suggestions would help improve your game.
I got a chance to play your game and it is as advertise of Super Mario Bros, but with crosshair shooter. There are single suggestion and a question for the game. My only suggestion is change the jump button to the up arrow because you have to hold the control the move and mouse to shoot and space to jump to which are trouble muscles memory to control the game. My question is there any upgrade weapon later in the game? I do hope this question and suggestion improve your game.
I manage to play your game and it reminds of classic NES games like contra or rush n' attack. However, I did come up with a few suggestions and question for the game. The first suggestion is change the fire button to the space bar and change the jump button to the up arrow key and “W” key. As for the question is there any upgrade of weapons later in the game and check point? I do hope these suggestions and questions help your game.
I got a chance to play your game and it is challenging, but engaging. There are a few suggestions that I wanted to add. Add a new ability within the game to where you passed through the check point a new obstacle where you perform a wall jump, run and slide or etc. Finally, add a point system whenever you complete a check point to earn score. I hope these suggestions would help improve your game.
I manage to play your game and some gameplay reminds me of Duck tales the video game when using the pogo stick. But, there are a few suggestions for your game. First include a charged jump to where you squat for three seconds and leap higher in the air. Something similar to Super Mario Bros 2 of how the character and squat and leap higher in the air. The last suggestion is included two rods that fire electricity beams that appear and disappear in a horizontal position, and ball that bounce forward and back into level. I hope these suggestions would help your game.
I got to admit that your game is fun and it has potential with the puzzle solving to navigate the dark house. There are a few add-ons to enhance the game play. First add three heart bar and lastly add a variety of night creatures like ghost or flying creatures. I hope these suggestions would help your game.
I manage to play your game and it has some potential. But there are a few problems when playing that of need to be address. First add a subtitle whenever the voice over occur. Next add a cross-hair in front of the ship that similar to the game Star Fox 64 so that the player can target the object. The third suggestion is to create a radar HUD to track down enemies to shoot down within the game. Finally, when fire to which the fire button is not responsive and appear below the ship or the laser range is too short when fire upon. I hope these suggestions would help your game.