Bawl Physics


Bawl Physics – Progress Update on the next mini-level

Bawl Physics 2 WebplayerNew Level 2 - MetroidlikeProgress update: I’m working a metroid inspired mini-level. What’s in it? A small area surrounded by a rock wall, a giant pillar with rotating magnetic sections, a sort of 2D mini-mini-level (the giant wall behind the pillar) and a tiny room inside of this mini-level (to the right) that I’m still deciding what to do with.


Bawl Physics – Try out the 2.0 update as I develop it!

A few more things have been added!
New Webplayer – Bawl Physics 2

New Level 1

  • Working on a completely new level. I plan to have 3 themed mini-levels in it, the first one being sonic and the second is spiderman. I’ll be working on the spiderman mini-level soon and the third one I’ll reveal later.
  • Camera Alpha Clipping – The ball will become transparent as the camera comes closer to the ball. It also has the option to swap shaders when clipped/not-clipped.
  • Added reflection to the shader to make the ball look fancy-like.
  • The ball changes color. For now it changes color based on rolling speed and when the magnet ability is enabled.
  • The swing ability has a few more options, one of which can either shorten or lengthen the rope overtime (either additive or based on a multiplier of the rope length).
  • A few more things that I don’t remember because I haven’t been keeping a list… *smacks self*

Note: This is not yet available on the store but it WILL be once I am finished!


Bawl Physics – Working on updating to 2.0

Controls for each ability have been stripped from each individual ability’s script. It was a terrible idea to put them in there like that anyways. Instead I’ve put the controls into a single script. Each abilities’ state can be changed using “Ability.StartAbility()”, “Ability.StopAbility()” and “Ability.UsingAbility()”. This should make it a bit easier to code for special inputs that aren’t included in the Controls script that I have made such as Touch input.

The Jump and the script that allows for multiple jumps have been consolidated into a single MultiJump script. It allows you to choose how many jumps that the ball is allowed to make whilst in the air. You can also tell it whether or not it should count it as a jump if you have exited collisions and haven’t jumped at all. This is useful for when you’ve rolled off the side of a platform and don’t want the player to double jump anymore, only allow for a single jump.

The Magnet Ball script has been redone. It’ll now use a joint to gravitate it towards static walls/object and dynamic objects rather than AddForce. It will also have a layer mask that you can set so the ball will only magnetize to certain surfaces. If it rolls to the sides of the magnetizable surface while it’s currently on it already, it will try to stay on until you give enough force to get off.

That is all for now!