Closed Jontpan closed 7 years ago
Isn't it more intuitive as it is?
I don't know, you might be right. With how it is now if you're going left before switching you continue going the same way but then after you've switch the movement is very difficult.
But honestly after testing it for a while I think it might just be too difficult over all.
Too difficult? Shmoo Smhifficult! And next commit is gonna be smooooooth.
Also the first flips are scheduled at y = 1000, should be fine with a challenge for those peeps.
Oh wow, that flip animation looks really great. I think what might be nice is stopping the player movement during the animation. That way you have just a split second to react and it might make it a bit more doable.
And yes if it happens at high y-values it might still be fine since it will only happen to people who are already good at the basic movement of the game.
That's a good idea! Should we pause the rest of the game aswell?
Yeah, could maybe be implemented by just calling the PauseUnPauseGame() function before and after the for loop in the co-routine.
I really like that actually now with the pause functionality. It gives you just a second to react. Will merge this.
This commit adds a new platform type to the game, the flipplatform. Jumping on it rotates the camera 180 degrees. Since PlatformSpawner was a child of the camera, it would cause the platforms to be spawned below the player. Fixed this by having the GameController be the same position as the camera but not a child, created an empty platformspawner gameobject as a child on gamecontroller.
Rules for flipplatforms:
Since I for the first time made changes to the editor I pushed all changed files. Be sure to test it out.