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🎮 2D co-op platformer game written in Unity [Not maintained]
C# 52.84%
GLSL 0.78%
JavaScript 0.10%
ShaderLab 46.09%
HLSL 0.19%
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Implement a key system where keys unlock doors when collected and brought to the door.
Robot-blocks.
When touched they start copying the movement of triggering player.
Deactivated when touching buttons?
a499c67 adds simple menu.
Still needs (at least):
Hi, I am trying to compile the project and the include "pseudoSinCos" is missing, could you add it?
Every now and then, GC.Collect in WaveController.Update() runs for about 10 ms.
Needs investigation and optimization.
Player models needs to be discussed.
Suggestions:
As is.
Stay cubes, but add animated faces.
Completely new models.
When a player is pushed (i.e. by a moving platform) death is not triggered.
Maybe differentiate player avatars by:
One male/one female?
One being a cyclops?
...
Some sort of coins which reward the players for taking extra difficult ways or something similar.
Some sort of subtle patterns in the background.
If a player goes between two tiles where the distance is exactly the same as player height, the player is crushed.
This is because atm the crush script just checks if both top and bottom raycasts hit something. Should probably check velocity of objects as well.
Add secret levels.
Unlocked by what? Coins, secret passages?
If both players are traveling upward (i.e. jump at almost the same time) the above player is not bounced upwards.
The current system works sort of well, except when you need to reorder level order.
New system should;
Allow for easy rearranging.
Allow for scene and level name changes.
Minimize maintenance.
Hint should be an arrow, triangle or similar to show purpose effectively.
Should the game have a story? Probably.
How much story?
About what?
Like a button, but with on/off toggleable instead.
If the players touch each other when standing on the ground. They sometime randomly slide across the floor. Might have to do with 6cff3cb but needs investigation.
Rolling credits.
Post any external credit that is needed in this issue.
The button system works okay in its current implementation, but it's possible that we could change to a implementation based on BroadcastMessage that negates the need for multiple button classes. This could be favorable, but we also loose the benefit of static typing.
Should probably improve death effect, since right now the only effect is if you are crushed (which is buggy) and other times the char just disappears after short delay. Might need to add different effects to different deadly things.
Yep.
Using Bolt, PUN or similar.
Right now only supports PS3 controllers (and only on OS X).
Should probably just buy InControl-asset or similar.
Compare different assets.