thank you so much for playing!! i’m glad you liked it! and yeah all the music and sounds are done by austin miller, they are truly a treasure https://austinmilleraudio.com/
slimefriend
Creator of
Recent community posts
I’m not sure how much info I can give, but I’m finding when I convert my canvas to world space if I have text with a Shader of STM/Unlit/Dropshadow (or STM/UI/Dropshadow) the actual drop shadow shows up, but the main text doesn’t. Do you have an idea of why this might be happening? I had been seeing this kind of behaviour before, but it seemed sporadic and only limited to the Editor window so I ignored it.
What the title says. Is there anything that can be done to sneak my game in there? it’s here: https://slimefriend.itch.io/elevator-invaders
Hello everyone!
I just released my new game Bean & Pesto!
It's a shoot em up about two friends breaking out of space prison together! Fight various mechanical sea life on your path to freedom, utilizing Bean's blue sniper and Pesto's green machine gun. Swap between them to parry bullets and destroy color-coded shields, and build up your combo!
If you like cute pixel art, fast-paced arcade action, or strong friendships, considering checking out Bean & Pesto here: https://slimefriend.itch.io/bean-and-pesto
Thanks for reading!
-Taylor
Hey Kai!
I'm trying to use textMesh.reading to queue up a bunch of messages and play them one after the other.
But with this code, it looks like both messages are being read really fast (or just appearing immediately) and then disappearing.
Would you know why that's happening?
EDIT: I should mention, this code is running in an Update function. At some point I'm going to add some buffer between reading out the messages, but for now I want to get the basic stuff working.
if (!textMesh.reading) { if (messages.Count > 0) { var message = messages[0]; textMesh.text = message.msg; textMesh.Rebuild(); pestoImage.sprite = pestoSpriteDict[message.emote]; messages.RemoveAt(0); } }