GameJam01 2014
kirijiri / galactosintolerant Goto Github PK
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GameJam01 2014
Have variable on the initialiser for the planet size;
Auto size collision
Scale sprite
right now everything in the gravity beam counts
it seems to be off screen sometimes
the grav guide animation contains a frame where the lead arrow is grey. This does not belong in the grav guide active loop (when user has dragged into the region where the beam would fire)
The gravity beam is tilted to the right arm of the ship. Easy to notice if you reduce the beam angle down to some small value (eg 5 degrees). It is noticeable at 45 too but a bit less since you're not swiping sideways generally
occasionally no message appears on phone!
Title Screen w/Options
Score
Multiple Levels / Modes
Prognosis: >.<
How it works
Text and/or images
When moving the ship clockwise around the sun it overshoots the designated move-to position and undershoots by the same amount when moving counter-clockwise. The bigger the difference between the acceleration and deceleration multipliers - bigger the offset.
the selection highlight masks for the planets rotate, which is not desired behaviour.
Also I wonder if it is possible to generate the 1 pix white border procedurally rather than with me drawing it?
the robot bat planet doesn't use the animated highlight mask
This is one of them things we need for the Insomnia build.
The population death is going to be dynamic: as soon as you disrupt a planet's path, people start dying at a certain rate. The more you disrupt it from the starting conditions (speed / direction) the higher the mortality rate becomes. This doesn't cancel the fact that population also dies in bursts during holding, flicking and gravity beam activation.
Example: The lava planet has a starting population of 5 000 000. The player stops it for 5 seconds and 50 000 people perish. But the planet is also now behind on it's seasonal cycle and gains a 100 people per second death rate. Player flicks it in opposite direction of it's original course (100 000 people die) - the planet acquires additional 400 people per second death rate. So death rate is now at 500 per second. This only get's worse. Obviously this is dynamically reflected in the follower count which is a % of the total population of the system.
The above numbers are for demonstration purposes only. The death rate modifiers should ideally be in tinker.
Cardinals Solver
Planet Attributes
the healthy animation for the desert planet appears to be static
the ship's thrusters flash strangely towards the end of an animation, the frames may not be set up correctly
Came across a very strange bug. If it even is a bug.
I was recording myself playing in editor with fraps when I realized that as soon as I hit record the thruster controller only plays low thrusters and completely ignores any others. Stop recording - everything goes to normal.
So I decided to make a build and see if that helps. In the build you don't even need fraps, non-low thrusters just don't come on at all.
I messed around with project quality settings and the only way I got a build to work close to what we see in the editor (when pressing play) is by setting frame rate cap to 30 buy forcing double vsync. It's still not the same thing, the high thrusters go out way too quick but at least they even appear. My googling didn't really help. There are people with similar problems but no solutions.
Can frame rate mess with transitions? Is that even possible? If so, why isn't it messing up other transitions?
I think the game will look less confusing if the hover highlighting doesnt trigger while mouse is down doing stuff. thoughts?
We need these bad boys to have the game playable and enjoyable.
Slowdown option only seems to counteract the speeding up of the planet (done by flicking) but does nothing to speed it back up to normal speed if you're slowing the planet down. Maybe this is intentional?
Also, if you do slow it down and then try to speed it up, it treats the slow speed as the new normal speed and slows down the planet to that.
figure out xml parser or something similar
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