Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs

Kakeb141

4
Posts
A member registered Mar 07, 2019

Recent community posts

(1 edit)

Yes this is exactly what I meant, and I agree with you about the tuck position example, so I'm wondering if only the arms should be relative to the world. I'm convinced that would make bars grabbing easier.

I feel the legs and arms rotation through sticks should be applied on the world system rather than local.

Correct me if I'm wrong but right now it looks like when I push the stick on the right the char will move his legs/arms forward whatever direction is facing, which means the stick orientation must be adjusted every time the char is flipping, and given how fast and randomly he can spin sometimes it's just humanly impossible to do.

If it's set on world system the player would just have to take the character position in account and no more his rotation, which would make the use of sticks more interesting.

It works! God this game is hard :D

(1 edit)

I see a lot of these:

NullReferenceException: Object reference not set to an instance of an object
  at ManagerGame.Update () [0x0025f] in <ccadb6bef13e44d1b949c025bf57459b>:0 

(Filename: <ccadb6bef13e44d1b949c025bf57459b> Line: 0)

NullReferenceException: Object reference not set to an instance of an object
  at ManagerGame.get__gymnastIsTricking () [0x00000] in <ccadb6bef13e44d1b949c025bf57459b>:0   at ManagerGame.FixedUpdate () [0x00000] in <ccadb6bef13e44d1b949c025bf57459b>:0