So game is built, and there's a major bug where the audio levels will reset upon returning to the menu after finishing a level. I won't fix it now since I don't really have time to do the documentation and fix the build, but perhaps if I hadn't used such silly techniques for setting audio levels...
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Some cheeky maths was used to make some nice indicators for enemies. It was also disgusting to make functional for multiple objects, and isn't optimally implemented.
Making the menu work was irritating, but not as complicated as it could have been I supposed, since event listeners exist. Additionally, level loading was very conveniently simple to implement. Also a credit like tip thing or something is implemented as a simple tutorial. I don't really know how to describe it. It just iterates through tips.
This was really quite simple to implement. I thought I might have to write some code for this, but fortunately Unity essentially has a drag and drop setup for audio elements. Playing sound effects when shooting was a little more complicated, but with some cheeky prefabs and instantiation, no problem.
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June 2017
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