If this is all right, I can use this as a framework and jumble the button positions for an always doable puzzle.
Having a button only control 1 gate seems too easy though, so maybe I should make 4 the minimum gate amount?
If this is all right, I can use this as a framework and jumble the button positions for an always doable puzzle.
Having a button only control 1 gate seems too easy though, so maybe I should make 4 the minimum gate amount?
As I've been going through my building redraws I've split the Crafting Building menu into Converters and Crafters. Kinda need better names for them.
I'm also realising I need to redo the UI for them, they don't need the Inventory part now I can reuse it.
Ok, going by my test project it's totally possible to draw physics objects to the UI (top left corner). That doesn't solve the issue of having possibly 100's of extra object active at once though.
Meh, this is just a thought experiment.
Ok, this version works without physics. I had to scrounge up some old bullet code from a platformer project I have.
It's nowhere near as accurate, and entirely random bounce angle when colliding with something. But it works and use like 15 lines of code?
Joltober is here! Today's prompt is Spider! Each day in October, you’ll get a new prompt and a new quest at 12 pm Eastern! Go to your quest log to find the quest! It'll expire tomorrow at 9 am PT / 12 pm ET.
OH! Different way of doing it.
11 lines of code, no randomness needed to stop them bouncing forever up and down!
This still means individual objects for the balls and bouncers, but no physics engine definitely means this is possible for minigames!
I guess everyday is a Friday when it's a #FanArtFriday! This one's my most recent art of Majora's Mask
OMGOSH! Shiny Shadow Beldum!
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