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I was watching a guy play the Nummels demo on Twitch a couple weeks ago when I saw him run into a bug that I had already fixed in the non-demo version of the game.
This would happen if you held the jump button while you respawned after dying. It was something weird where the jump animation would get stuck on the first frame. I fixed it by adding this script to the animator so that it will always reset the playback speed when entering the jump state in the Unity animation state machine thing.
public class AnimatorResetSpeedOnEnter : StateMachineBehaviour
{
public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
animator.speed = 1;
}
}
There was one other bug that was way worse than being shorter and fatter than the average Nummel. If you restarted the level just wrong, it would load a second instance of the level at the same time, leading to all sorts of badness.
Here you can see one copy of the player is stuck doing his best impression of a blood fountain. The whole game would be broken at this point and the only way to fix it was to quit the entire game and restart. I fixed this one by just making sure that you're not allowed to restart the level while it's in the middle of restarting the level.
One other feature that sneaked its way into this update was an update to the screen resolution menu. It used to have pages and pages that you would have to click through in order to find the resolution that you wanted. The best resolutions are all the way at the end, so it wasn't a great user experience. I got some columns going in there.
That's better! And now you know why there's an update to the Nummels demo a month after the big Next Fest event.
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