Copy Pasta Conundrums and v 0.4.0


Last time on: Dust Bunny Sweeper Devlog, I ended on a cliffhanger when I realized too late that gamepad navigation in the newly minted level selection functionality was secretly broken in my just-published build.  

Well, I'm proud to say I was able to get that fixed, not quite in a jiffy, but I learned a thing about gamepad input that I'm surprised didn't cause any issues prior.  

From what I have come to understand, when you create a new button mapping in Unity's new Input System Action asset (which is super powerful and easy to implement), you have multiple options I was ignoring for how to handle button presses, including press, press and release, and some other stuff I don't remember because I'm not looking at it.  

Turns out, I had set up my custom mapping for "Submit" incorrectly, and after getting frustrated with a bunch of failed attempts at coding a debounce solution (to a problem that was actually configuration related), it finally dawned on me that the problem had to be elsewhere, and it was.

And of course I couldn't stop there, so I added a few more polish items such as furniture dragging sounds and Level Button styling, and fixed another not-code issue I had been trying to solve with code, where buttons in the level select panel were clickable, but not highlighting.  

That one was because I had copy pasted some of my buttons, and the image references wound up wrong, and I thought incorrectly that the image had nothing to do with button navigation/highlighting, but as it turns out, that's exactly what it does.

Anywho, it has been a lot of hairpulling moments since I posted the last update, and I'm sure I've forgotten a thing or two, but here is a mostly working project again!

My main aim is to get all systems working to a "done" state, which will require me not to find any more bugs, and then I can implement the final touches, including mobile controls which I have partially coded and planned but not implemented, cover art, and goodness only knows how many more DUST BUNNY VARIANTS!!!  That means new levels to come, y'all!  

Enjoy, and cheers!  Until next time.

Files

DustBunnySweeper.zip Play in browser
20 days ago

Comments

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(1 edit) (+1)

I just played the version 0.4. I love how almost everything has a sound effect (jumping/sweeping into dustpan/level complete/crouching/etc). The Green dust bunnies in Level 8 are an interesting challenge, I ended up having to sweep up 10 instead of 6! Is there a limit to how many green dust bunnies can be created? One small suggestion is to have the buttons play a sound when you select/highlight them. I found this video to be the most helpful to do this through code: 

(2 edits) (+1)

THANK YOU!  We love to hear that you love things in our games!  

I did wind up having to add a limit to the dust bunnies because they threatened to crash my system once they got so numerous that touching each other was inevitable (and I admit to trying to record the hilarity anyway, damn the consequences!  I failed.)  I left in the ability for you to let them get WAY out of hand *for scoring, however.  Remember you can always reset the level 😁

I like the suggestion for a highlight sound, and I'm sure I have just the thing.  Much appreciate the video recommendation!  I also want to add UI animations.  The dust bunny theme demands that buttons be wiggly.  

Sadly the game IS to the point where it no longer loads on mobile what with all the bells and whistles.  I will try a few more optimization passes (I'm an optimize as you go sorta developer, so there's not a lot left to do, but I'm sure I can find something), but I'm not sure if all the sounds are going to kill my aspirations to add mobile controls or not.  

Cross fingers or whatever you do for luck!