I will!
redtugboat
Creator of
Recent community posts
I love when 3d games work on mobile! Clever use of scrolling text to make the TV work. One little bug I noticed- on mobile, the joysticks move toward new touches on *either* joystick area. For example, if I'm walking forward using the joystick and touch the camera joystick, my walking joystick will snap to the right towards the camera joystick. Awesome game!
I saw your post asking about honest feedback, so here are my thoughts:
- Most importantly, great job publishing something! It takes dedication to add the menus, settings, music, loading screens, etc. that take a game from [playable level] to [publishable thing].
- For your next project, I'd try to add in:
- UI: Add a layer on top with parallax 0x0 and place your UI stuff (like score and hearts) here.
- A player hitbox: Add a sprite, make it invisible, and pin the player animations to this sprite. Put the Platform behavior on this new invisible sprite instead of the visible, animated sprite. This way, your players hitbox won't change as the character runs- it can be frustrating for a player to think they're safe... until they jump, and the jumping animation now overlaps with an enemy, and the player suddenly takes damage.
- Tiled background improvements: You can mirror an image to create the illusion of a continuous picture. Imagine the letter "b" repeated: "bbbbb" - it's easy to see where the next letter starts. But if I alternate between flipped and unflipped "b"s, the transition is much smoother: "bdbdbdb". idk if I'm explaining this well
- Lastly, personally, I'd avoid using AI. It makes your game look low-effort and completely removes YOUR unique style. I'd muchhh rather play a microsoft paint game than anything with an AI intro because I want to experience the artistic vision of a real person.
I hope this helps!
Thanks so much for the replies! This worked. I was using a 2d sprite for the controller originally, but I had it in a container with the model for ease of referencing so I couldn't destroy the model without destroying the player controller. Instead of using a container, I added an instance variable to the model representing which 2d player controller it should follow. This way, I can easily destroy and re-create the model without impacting a player's container. Your idea to destroy & create new works just as well as the "reload" I initially wanted.


Thanks again, and great plugin!
Is there a way to increase the limit of model loads during runtime? I'm making a multiplayer game and want players to be able to change models. I can't use "load from prefab instance" because 1) other instances of the player object are treated as extra players and 2) when the host syncs instances to peers, the UIDs are different for peers. My current approach works great except for the one-load runtime limit. 
I'm also open to suggestions if you have any ideas! Thanks!


