easy! THX - now its running :-)
Klickaffen Game Club
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Hey BLZ!
How cool, I don't hear much when one of my games is being played... really great, I'm happy about that!
The game is built with Unity... Take a look here. For MAC I was able to find the file and could delete it. Hope this works for Windows too...
https://docs.unity3d.com/ScriptReference/PlayerPrefs.html
Happy Weekend!
Matthias
PS: Filename was -> unity.Klickaffen Studio.UnBuild.plist
Thank you for playing Ausbruch! I really appreciate it. And unfortunately you are right about the crank control. Unfortunately, it cannot fully develop its potential here 1 to 1, otherwise it would control too precisely. So the paddle could be anywhere instantly. Of course I tried it and it also leads to other problems with the hit tests...
I have your concern in mind, but maybe I can tune the gear ratio of the crank a little... but I have to make sure that all control options offer the same opportunities...
Happy New Year!
hey thanks you are amazing!
Also thanks to your help I now have a better feeling for the hardware... even if only from a distance :-)
I switched the particles to a table in the last build, had previously loaded it as an image, which led to the slowdowns leads...
I hope that the 5th range of Playdate consoles will finally be available in the fall... then I'll be there too!
So far I'll probably take care of more content and the bugs :-)
enjoy your summer
Your Matthew
Breakthrough!
I've found a solution for the often occurring problem of so-called tunneling in sprite collisions!
In the case when the bouncer pushes the ball into a wall, there can be a jump behind the wall - which then led to wild level changes and possibly to a crash.
My collider organization was designed like this:
I check the balls to make sure they cross the outer edges once they've cleared the destructible bricks. In tunneling, the ball then bounces behind a wall where no transition is intended and the transition is started anyway.
With the revised collider logic I can now intercept this case. To do this, I reduced the size of the wall collider and introduced a save-zone collider behind it.
So if the ball should tunnel through the wall collider into the pink collider, I can intercept it now and then put the bouncer and ball in the starting position
CHERS! :-)
It's so great to be part of this community!
Thanks to your courage in giving outbreak a try, I was able to isolate the following topics for the next update:
- Splitting the current LaunchImage sequence and only the images up to fullscreen, the rest will then be played in the actual game will be skippable with A
- I will fix the logic bugs related to menu and screens
- I will change the particle animation of the stone debris to sprite table animation, was previously solved with an image swap, but this leads to frame dropouts... too much overload when loading the image sequence, especially with many hits
- I will try to solve the tunnel problem related to bouncers and walls
Before I go on vacation, there is one more update!
With love from Hamburg!
Yours Matthias
I've noticed that a tunnel effect can very rarely occur if you press the ball unfavorably against a wall with the bouncer.
When that happens, the ball disappears and the room scrolling starts to scroll back and forth nonsensically.
Sometimes there is also a crash I think when tunneling to a non-existent room.
Thanks for checking in!
I hope you know how to get a pdx on your playdate?
I have no idea yet, I'm still waiting for the console...
What I would be very interested in:
- does the app even run on the console?
- can you see the image sequences from card to game (campfire intro) ?
- what does the frame rate do?
- do you hear sound?
- is it playable?
- is it fun?
I would like to thank everyone who dares to load this piece of software created with Simulator onto their Playdate console!
I apologize in advance for any inconvenience!
Thank you again!
Yes, I feel the same way. My games here for MacOS/Win/Android are also without Apple/Microsoft/Google certification. I myself have no problem ignoring the warning of the operating system for uncertified apps. Of course it's a matter of trust in these cases. On the other hand, it is exactly the spirit here at itch.io to share your creations past the capitalist players...
https://klickaffen.tv/felllice-3/
On this ULR you will find the public cluster library. Every player has the option of saving clusters online from their game. Any other player can use the ID found there to load these clusters...
Have fun swapping :-)
Hi Fox! Great to hear, that you tried and enjoyed Unbuild :-)
In fact, I completely forgot about an exit from the game itself. It's an adaptation of mobile and I'm a Mac user, so I always use the window to close thinks ;-) Thank you very much for the tip... I'll have time in the next few days and would be happy to do an update...
I switched #Unbuild at #itchio to donation for a few days for everyone who prefers to puzzle on #halloween have fun!