Ludum Dare #32compo
Monster Pillow Fight
NO SOUND
NO OBJECTIVES
AUTOMATIC MULTIPLAYER with anyone else playing at the time
Pillow fight with a piggy-backing monster buddy.
wasd / left stick / arrow keys - move
ctrl / z key / X button(XBox 360 gamepad) - swing monster
space / A button - jump
didn't get to character choices, sound, other feedback
networking was pretty last minute and may have major problems but it worked smoothly in tests.
[BUG FIX] - enabled multi-player hits
In the spirit of bug-fixing, I have added this function to transmit the message that a connected player was hit.
[RPC]
public void GetBapped()
{
GetEnergy();
Instantiate(effectBank[EffectTypes.GetHit].particlesPrefab, transform.position + Vector3.up, Quaternion.identity);
if (!character.networkView.isMine)
character.networkView.RPC("GetBapped", RPCMode.OthersBuffered);
}
When any player is hit, both players get energy like they do from hitting the bouncy spheres. this was the intended behaviour
NO OBJECTIVES
AUTOMATIC MULTIPLAYER with anyone else playing at the time
Pillow fight with a piggy-backing monster buddy.
wasd / left stick / arrow keys - move
ctrl / z key / X button(XBox 360 gamepad) - swing monster
space / A button - jump
didn't get to character choices, sound, other feedback
networking was pretty last minute and may have major problems but it worked smoothly in tests.
[BUG FIX] - enabled multi-player hits
In the spirit of bug-fixing, I have added this function to transmit the message that a connected player was hit.
[RPC]
public void GetBapped()
{
GetEnergy();
Instantiate(effectBank[EffectTypes.GetHit].particlesPrefab, transform.position + Vector3.up, Quaternion.identity);
if (!character.networkView.isMine)
character.networkView.RPC("GetBapped", RPCMode.OthersBuffered);
}
When any player is hit, both players get energy like they do from hitting the bouncy spheres. this was the intended behaviour
Genres: platformer




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