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This weekend I investigated into the bug in network play where mouse positions wouldn't correlate across different machines with screens of different resolutions. However I found that the mouse positions were tracking accordingly and it was instead the things I used to test if they were tracking that had the bug.
I would test mouse positions by aligning up the cursor on one screen with a letter in a piece of text. I would then look at the other screen to see where it had been drawn. I found that the mouse positions were being drawn in the correct places but the text was being scaled down or up depending on the resolution. This would create the illusion that the mouse's position was different.
I found that some UI Canvases didn't have any Canvas Scalers which is needed to resize text objects depending on the screen resolution. I also found that some text objects had a resizing script which when also paired with the Canvas Scaler would apply the revised scale twice ending in abnormally small or large text objects.
I also re-added the expand method which adds a nice zoom effect when you first enter a menu option and modified the "oscillating/breathing text" method to scale the text object's transform instead of the font size which resulted in a smoother effect. The last change I made was to redo the design for some of the menu options to make things even clearer.
During the week I also modified the pause option during gameplay to actually pause the game. I did this because I was receiving feedback that people would kill each other when paused :).
Also had to spend considerable time fixing breaking changes from the Unity upgrade to Unity 5.5.0. The largest of the glitches was when a player stopped moving their body would explode which as you could imagine had a considerable effect on the gameplay :D.
Some more good news is that school is over for this year, which means I get more time to work on Rivalry!
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