Yes it's a steam key but the steam distribution is DRM free itself.
About PS4 VR Headset and Trinus PSVR i havn't tried it myself.
Overlap Script
Effect: When the platform overlaps a character or a bullet, it will become semi-transparent.
Usage: tag all platform and character/bullet you want to have this effect with the same tag of this script
function Start()
list = {{},{}}
list1 = list[1]
list2 = list[2]
end
function Update()
for i = 1,#list1 do
list1[i] = nil
end
for i = 1,#list2 do
list2[i] = nil
end
end
function UpdateS()
scene = 1
local index = shape.Bg and 1 or 2
local tlist = list[index]
tlist[#tlist+1] = shape
end
function LateUpdate()
if #list2 > 0 then
--print(#list1)
for i = 1,#list1 do
obj1 = list1[i]
for j = 1,#list2 do
if obj1:Overlap(list2[j]) then
obj1.Alpha = 0.5
break
end
end
end
end
end
I haven't started porting yet still focus on profile creation task. But honestly i think you would have to if that thing ever happens.
- This is a real technical chalenge - optimization 3dSen VR for the mobile devices. Unlike games with static 3d models, all 3dSen models are dynamically generated in realtime on the fly -> light and shadow rendering are very costly performance-wise.
- Management issue: there is no easy way to distribute keys for existed 3dSen VR users from itch and Steam. And how about 3dSen PC users? Already get headache thinking about it
- Maybe a deep discount at the launch would be a practical solution for all users who are already aware of 3dSen VR.
Please use community profile from here: https://geod.itch.io/3dsen-maker/community
Star Flow Effect
function Start()
stars = {}
end
function Update()
for i = 1, #stars do
stars[i] = nil
end
minx, miny, maxx, maxy = 10000, 10000, 0, 0
end
function UpdateS()
stars[#stars+1] = shape
local pos = shape.OriPos
minx = math.min(minx, pos.x)
miny = math.min(miny, pos.y)
maxx = math.max(maxx, pos.x)
maxy = math.max(maxy, pos.y)
end
function LateUpdate()
if #stars > 3 then
--local cx = (minx + maxx) / 2
--local cy = (miny + maxy) / 2
local delta = (maxx + maxy - minx - miny) / 3
--print(cx .. " - " .. minx .. " - " .. maxx)
for i = 1, #stars do
local shape = stars[i]
local ofs = shape.Offset
ofs.z = ofs.z - delta
end
end
end
function End()
stars = nil
end