Wait, did Comely and Resolute fuse?
Chloe Grables
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Basically, the camcorder object has a 3D array, and a trigger collider in it. 24 times a second, it gets the Collider2Ds of everything it’s currently colliding with, converts them into meshes, and get its vertices. After that, it works out which vertices are within the bounds of the camcorders’ collider and uses that data to work out the vertices of a new mesh that completely overlaps with the camcorder. It then stores the data in the vector3 array as [Time the things were in there][Collider][Colliders vertices].
Then, in a separate script, it has an int corresponding with the time to create, and it creates an arbitrary mesh corresponding with the different objects, and their vertices. It then creates a collider for each of the objects by setting the points of a polygon collider 2D to match the vertices of the object.
I really hope this was coherent, lol.
I dig. The main mechanic of throwing the crown felt well fleshed out and I enjoy the freedom of movement it gives you. The character controller was pretty floaty, which makes sense for the game but just not really my cup of tea, maybe if you upped the variable jump height to make it feel more responsive? Overall a solid experience
This game goes hard as hell, and is probably my favourite of the jam. Some notes though, the gun's knockback makes it hard to kill enemies consistently because they get pushed too far away; and the enemies also have a tendency to pin you against a wall, or each other, and the player lacks the movement to be able to escape. I love the visual style, and the audio though, and the game was very good at being exhilarating as hell.
For a first game, this is excellent good job.
I'm assuming that the way the moon moves is it continually sets the transform to the mouse position? If so, then you could patch the collision bugs by using a Rigidbody2D, and setting its velocity to be the moons position subtracted by the player's position. The main issue with modifying the Transform on it's own is that it doesn't check for collisions, and just sort of teleports you, which has a tendency to cause clipping problems.
Either way, welcome to the world of game dev.
The movement felt a little weird, I found the shoot jump very inconsistent to use and the enemies didn't seem to take any damage because the gun didn't visibly harm them in any way. It would be hypocritical to complain about enemies blending into the background given that's what my game is about but it did make the shooting aspect a little difficult given I had no clue where to aim half the time. Don't be disheartened tho, you clearly have bucketloads more programming skill than I do and I wish you all the best.












