Hey, I can set up card payment sometime this month. I'll try to get it working as soon as possible, though.
I'll reply to you again when it's all set up
zLizard
Creator of
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Thanks for checking out my game!
I never thought of using rigidbodies that way, im sure it made the collisions easy to add.
My snake is completely transform based, and is attached together using a bit of math.
Similar to you, i have a bunch of segments, the head, middle segments, and the tail. I put all of them in a class
Ill try to explain as best as i can.
Basically, its a big chain of connected points. Each point is confined to another via a distance constraint (takes the distance between one point and another, and normalizes it). If one point moves, the rest follow it. Its pretty simple on its own, but i also managed to add angle constraints for each individual segment, so the snake cant turn on to itself too weirdly.
And thats pretty much the concept, all i have to do is move the head and the rest of the body follows smoothly. It is a bit more complicated in code, especially with the angle constraints, though.
One problem with transforms, i couldnt get collision physics to work, so i just changed the angle when the snake hits a wall.
Thanks for sharing :) nice to see how other people do it
np! Also, if you want to keep that mechanic, it wouldn't hurt to have a little white outline indicator around the molecule that the player is going to pick up. It might be better than just clicking. I feel like accidentally pushing the molecules out of orbit when trying to pick them up is part of the gameplay




