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Antonio Rocco

12
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3
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A member registered Oct 23, 2021 · View creator page →

Creator of

Recent community posts

Thank you!!

Good Idea, the fact is that we wanted to "limit" only with time and the gravity is off only during the magic power.Thank you for the feedback!

Great Idea!!

https://play.google.com/store/apps/details?id=com.sadpuppy.lemmings&hl=it&gl=US This? if so, thank you so much!!

One of the best!!

Thank you so much, all the assets are taken from free assets online by other people, in case you wanted they are all in the description!

Amazing!!!

Thank you for the feedback!

Thank you so much !! All the art is taken from free assets, the credits are in the description in case you are interested. 

Thank you!! In these days me and my friend Patrizio will try to play and rate every game, so now I am curious about your work!!

(1 edit)

This is in "Update()"

 for (int c = 0; c < Distance.Length; c++)

        {

            Distance[c] = 0;

        }

        BillyRangeXRight = BillyObject.transform.position.x + 0.8f;

        BillyRangeXLeft = BillyObject.transform.position.x - 0.8f;

        c = 0;

        for (int i = 0; i < BulletsObject.transform.childCount; i++)

        {

            BulletsObjects[i] = BulletsObject.transform.GetChild(i).gameObject;

           if( BulletsObjects[i].transform.position.x<BillyRangeXRight && BulletsObjects[i].transform.position.x > BillyRangeXLeft)

            {

                if(BulletsObjects[i].transform.position.y< BillyObject.transform.position.y)

                {

                    IstanceDistance = BillyObject.transform.position.y - BulletsObjects[i].transform.position.y;

                    if (IstanceDistance < 7)

                    {

                        Distance[c] = IstanceDistance;

                        DistanceX[c] = BulletsObjects[i].transform.position.x;

                        c++;

                    }

                }

            }

        }

        float min = Distance[0];

        float DistMinCount = 1;

        float length = Distance.Length;

        float PercentageTextInt=99.9f;

        if (min != 0)

        {

            for (int c = 0; c < Distance.Length; c++)

            {

                if (Distance[c] == min)

                {

                    DistMinCount = DistMinCount + 1;

                }

                if (Distance[c] < min && Distance[c] != 0)

                {

                    min = Distance[c];

                    DistX = Mathf.Abs(BillyObject.transform.position.x-DistanceX[c]);

                }

                if (Distance[c] == 0)

                {

                    length--;

                }

            }

            float minClamp = Remap(min, 0, 7, 0, 1);

            float LengthClamp = Remap(length, 1, 20, 0, 1);

            float DistMinCountClamp = Remap(DistMinCount, 1, 10, 0, 1);

            float DistXClamp = Remap(DistX, 0, 0.7f, 0, 1);

            PercentageTextInt = (1f - (0.6f * (1f - minClamp) + (0.2f * DistMinCountClamp) + (0.1f * LengthClamp) + (0.1f*(1 - DistXClamp)))) * 100f;

        }
This is the part of the code where i take the parameter and calculate where remap is this function :


    float Remap(float value, float from1, float to1, float from2, float to2)

    {

            return (value - from1) / (to1 - from1) * (to2 - from2) + from2;

    }

While the thing on the bottom is kinda strange, it should give you a text and "Billy" (the protagonist) should be  on the platform