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SexyBakery

  1. Killllllllllllllllllllllllllllllllllllll meeeeeeeeeeeeeeeeeeeeeeeeeeeee
  2. The silliest part of all this is that I started because I jokingly made a title screen in Photoshop that said "Carly Story."
  3. *dumps all over the timeline*
  4. HEY EVERYONE, VIDEOGAMES! HERE'S HOW I MAKE 'EM WORK!
  5. …God I'm boring.
  6. Right now it's hard-coded, which is pretty gross. Plus this will give me the flexibility to make different platforms bounce more or less!
  7. But now that I have that working, tomorrow I'll set it up so that the maxYUpVelocity is inherited from the platform's bounce value!
  8. Yeeaaah! This is all starting to resemble a real game thatwouldhavecomeoutin1994
  9. hmmmmm
  10. Orrr… maybe I won't keep it like that. I could open up secret paths that come from one-time attempts...
  11. You know what! I'll keep it like that! It'll give the player a lot more control and (hopefully) reduce the amount of cheap deaths!
  12. It also adds a nice little feedback since it reinitialises the jump animation… hm...
  13. I ~may change that though, since it works as an intentional feature and won't send the player careening off to their deaths...
  14. I still need to have it ignore raycasts though. If I don't, the player loses velocity when they hit the platform.
  15. hit.rigidbody.velocity.y += bounceForce; But this does!
  16. hit.rigidbody.AddForce(bounceForce * transform.up, ForceMode.VelocityChange); This doesn't work.
  17. Couldn't sleep, stupid epiphanies
  18. I have an ever growing urge to lick people's noses and I just don't get it.
  19. Twitter in bed, DON'T MIND IF I DOOO