Hey, sorry about that. The Mac version seems to have some issues. And I can’t re-upload cause the current version has a lot of unfinished bits.
Pocket Fun
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Thank you!
I had another orthographic camera positioned above the island that displayed to a render texture, which I used as the image for a canvas raw image component.
The camera culling was set to only see the terrain layer and a mini-map layer. I did the player icon by placing a sprite above the players head, and assigning it to the mini-map layer.
The reason the map is red is because I forgot I had the fog turned on, decided it looked cool, and kept it.
Thank you!
I plan on adding an ammo counter to the gun menu, so you know if one's empty at a glance. I will also work on introducing more variety and usefulness to the guns, other than just stats.
Teleporting was planned from the beginning, but I guess I was treating it more like a dash instead of its own mechanic. I wouldn't even know how I would go about it, but it is definitely something I would like to expand upon.
I'll also be sure to include an option for scroll wheel jumping XD
Thank you!
I've had issues with my games being to hard before, so I tried too make it easier XD
If no enemies are attacking, and the door hasn't opened yet, that normal means there's a bug or two wandering around looking for you. You'll just need to wait a bit for it to find you, can you can kill it to move to the next round.
I understand.
Speed is reduced a little while in the air, and picks up again when on the ground. I did this cause it generally feels better to me, but I can see how it could mess with the flow.
Yeah, that's what I meant by bunny hopping. Jumping consistently increases speed, but if you stop jumping the speed resets to default. Which is what my understanding of bunny hopping is. Which of course could be completely wrong, as I've never put much research into it.
Both of these are easy enough to tweak, so I can mess around with the settings and see if I can't find something that feels more consistent.