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hellowz

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A member registered Feb 05, 2026 · View creator page →

Creator of

Recent community posts

Hi there :) ! I'm currently looking for a composer for my game, and your experience and versatility caught my attention. I think your style could be a good match for the project.

I don't use Discord, unfortunately. Would you be open to communicating through itch.io messages or email instead? (Sorry!)

THIS CODE IS EVIL HELP ME FIX PLZZZZZZZZZZZZ

using System.Collections;

using UnityEngine;

public class HeroController : MonoBehaviour

{

    [SerializeField]float speed;

    public float maxspeed;

    [SerializeField] float decel;

    [SerializeField] Rigidbody2D rb;

    [SerializeField] float gravity;

    [SerializeField]bool jumping;

    [SerializeField] bool isacelcont;

    [SerializeField] Transform ray;

    [SerializeField] float consistantgrav;

    [SerializeField] float jumpforce;

    [SerializeField] float raydistance;

    [SerializeField] bool isprecise;

    [SerializeField] float constantantforce;

     [SerializeField]LayerMask groundMask;

      [SerializeField] float groundDistance = 0.2f;

[SerializeField]bool grounded;

[SerializeField] float buffertime;

    [SerializeField] float buffertimer;

    [SerializeField] bool intheair;

    [SerializeField] GameObject oio;

    [SerializeField] float dashforce;

    [SerializeField] GameObject slashBox;

   

    bool canslash;

    [SerializeField] float slashleangle;

    [SerializeField] float cyotetymr;

    //MAKE THE GRAVITY CONTROL TOMORROW, LESS GRAVITY WHEN MOVING MIDAIR, MAKE DASH AND SLASH ATTACK, ALSO MAKE JUMPFORCE HIGHT BUT ADD CODE TO COURUNTINE AND STOP IT UNLESS MOVING

    bool onbuffer;

    // MAKE IT GOOD(juicy)

    void Start()

    {

         consistantgrav=gravity ;constantantforce = jumpforce;

         slashBox.SetActive(false);

         canslash = true;

       

    }

    void Jump()

    {

        if(buffertimer<1&&Input.GetKeyDown(KeyCode.Z))

        {

            onbuffer = true;

            if (grounded&&onbuffer)

            {

                jumpforce = constantantforce;

                jumping = true;

                onbuffer = false;

                grounded = false;

                rb.linearVelocity = new Vector2(rb.linearVelocityX, rb.linearVelocityY * jumpforce);

                Debug.Log("You have clicked the jumpbutton w/ buffer");

            }

        }

        if (!grounded)

        {

            cyotetymr -= Time.deltaTime;

         }

        if (cyotetymr != 0)

        {

            grounded = true;

        }

        else

        {

         }

        if (grounded)

        {

            cyotetymr = 0.2f;

        }

        grounded = Physics2D.OverlapCircle(ray.position,groundDistance, groundMask);

        if (Input.GetKeyDown(KeyCode.Z) && grounded == true)

        {

            jumpforce = constantantforce;

            jumping = true;

            grounded = false;

            rb.linearVelocity = new Vector2(rb.linearVelocityX,  jumpforce);

            Debug.Log("You have clicked the jumpbutton");

        }

        else if (Input.GetKeyUp(KeyCode.Z))

        {

         

            gravity = gravity+0.1f;

            rb.linearVelocity = new Vector2(rb.linearVelocityX, 0);

        }

    }

    void BasicAttack()

    {

        if(Input.GetKeyDown(KeyCode.X)&&canslash)

        {

StartCoroutine(Bas2icAttack());

        }

    }

    void Update()

    {

        BasicAttack();

        rb.linearVelocity = new Vector2(rb.linearVelocityX, rb.linearVelocity.y+-gravity) ;

        MOVEMNT();

       

        if ( grounded)

        {

            buffertimer = buffertime;

            gravity = consistantgrav;

           

            jumping = false;

         }else{

            buffertimer-=Time.deltaTime;

         }

         

        Jump();

    }

    // LOCK IN

    void MOVEMNT()

    {

       

        float x = Input.GetAxis("Horizontal");

        if (isacelcont)

        {

            Vector2 fat = new Vector2(x * maxspeed, rb.linearVelocity.y);

            rb.linearVelocity = Vector2.MoveTowards(

            rb.linearVelocity,

            fat,

            (fat.magnitude > 0 ? speed : decel) * Time.deltaTime);

        }

        else

        {

            rb.linearVelocity = new Vector2(x * speed, rb.linearVelocityY);

        }

              if (x > 0)

            {

                transform.localScale = new Vector3(-transform.localScale.x,transform.localScale.y, 0);

            }

          if (x < 0)

        {

            transform.localScale = new Vector3(transform.localScale.x, transform.localScale.y, 0);

        }

           

        if (rb.linearVelocity.x < 0)

        {

            transform.rotation = Quaternion.Euler(0, 0, transform.rotation.z - 4);

        }

        else if (rb.linearVelocityX > 0)

        {

            transform.rotation = Quaternion.Euler(0, 0, transform.rotation.z + 4);

        }

        if (rb.linearVelocity.x == 0)

        {

             transform.rotation = Quaternion.Euler(0, 0,0);

         }

         Debug.Log(x);

       

         

   //good progress :) Do more next time, MUCH MORE :):):):(;):O

       

    }

Thank you!

Thank you!

If i ever expand the game, I will fix that bug and the controls, but thanks for playing! 

(1 edit)

Actually, thank you for leaving this comment! You have given me full incentive to continue this project. sorry you didn't enjoy.  Will make it so the  shrink happens sooner, thanks again for feedback!

 

The art style is very appealing to me and the game is fun.  (^^)b

Thank you! I think you hit a hard to see spike there.  

Thank you!

Dang jerbob

so good! Difficult but fun

(1 edit)

THIS GAME IS VERY UNPOLISHED, having school and a game jam is hard. Anyway, these are the controls and stuff:

Movment: arrow keys

Heavy AOE:   Z

Remote Bomb: X

Dash: C

Fullscreen: F

Hope you enjoy!!! (:

Sorry about end and start UI being small!!!

Also(I don't know why I didn't tell the player this in game ) the game continues when you go up. 

Sorry about the camera, thank you for playing!

Ummm...?   /:)

nice player controller, all and all pretty good. Btw, what is that sound when you die!?

Interesting game, cool ducks.

really good (my game doesn't even have a full screen button )

Quite fun, I didn't finish though