![]() Sprites were found using google and from the Unity assets store, but edited and scaled myself.For legal reasons, all sprites and assets are not mine nor do I claim ownership of them. ![]() The project itself was implemented myself and only the logic remains from these various sources for my project to work coherently and properly.Many of the scripts follow tutorials from the Unity User Manual, various online forums, educational videos, and tutorial articles.As this was my first attempt at a Unity project, animations are not flushed out (only the projectile has any legitimate animations).This is a very rudimentary remake of a mobile game that inspired me, many powerups, mechanics, and sprites are missing as a result.Step 2) Run "TiltToLive.exe" on a windows PC or compatible device. Step 1) Navigate to "/TiltToLive/Builds/Windows/x86_64/Version 1.1". GoalsĬreated as a personal project to learn and familiarize myself with C# scripting as well as to learn how game engine logic, gameplay programming, and game engine interfaces work.Īs I am interested in developing interactable programs, video games, and other coding languages, this personal project was an interesting and fun journey learning new tools to add to my skill set. A rudimentary remake of a mobile game (of the same name) for PC.Ĭreated using the unity game engine utilizing C#, sprites, and simple game logic. If anyone else has tried it, feel free to post comments below.Personal project for Darrien Lee. It comes with many hardware products for free. Operating System End User License Agreement Ableton Live 11 Lite is a fresh and easy way to write, record, produce and perform your own songs. (And since the total cost of both versions is about $7, I don't think the price is that outrageous anyway.)Īnyway, that's my quick and early take on the iPad version. If you own any previous version of Live Lite, you can upgrade for free. Though they are almost the exact same game, these differences add up and it make both experiences unique that justifies the purchase of both. It's a nice way to differentiate the two versions. It almost makes the regular game seem like the Code Red mode, which makes me almost terrified of trying it out. It also allows for more varied waves of enemies. ![]() Again, the increased number of dots that can be displayed on the iPad screen plays a big part in that. Third, this version feels a lot more frantic. The only downside to the HD version is that the iPad is much heavier, so your hands tend to get tired a lot faster while playing it. If you die, which you will, it's because you screwed up and not because the game is poorly designed. Considering the increased number of dots on the screen at any given time, this goes a long way in keeping the game from feeling cheap. ![]() Those who have played that version realize how remarkably precise the tilt controls are. Second, the controls are just as responsive as on the iPhone. Likewise, this makes it somewhat easier to earn awards and unlock all of the weapons. Whereas it took me months to earn a score of over one million points on the iPhone, last night I was able to earn one of 5.9 million during a marathon three-minute session. The larger iPad screen can display many more dots at once than the iPhone, and this makes it easier to keep large combos going and kill a lot more red dots. ![]() First, I noticed that it was a lot easier to rack up bigger combos and earn big high scores. So far, I've only played the classic mode, but I do have a few thoughts on it. I downloaded it last night and almost immediately paid for the full version. ![]()
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