If you fill out a calendar by getting all of the pieces 5 days in a row, it empties and you progress to the next week, and occasionally ] (such as the man holding the main menu putting on a Hawaiian shirt and growing a beard). Clearing one goal gets you a stone calendar piece, while clearing both gets you a stylish gem-encrusted treasure piece. Each of these has a two goals, a regular one that can usually be completed the first time (complete all waves for Astro, get a certain number of points in Blitz, and beat the boss below the par time), and a second one that takes more effort (no missing any shots, use item balls a certain amount, or get a chain of a certain amount). ** The version has the Daily Dungeon, which gives you one randomly-selected challenge each in three categories per day Astro, where your frog takes to space and has to play through ten increasingly speedy waves where the path the rollout follows is invisible Blitz, where you're given a stage from Story Mode that has two rollouts and are tasked to get as much points as you can before time runs out or a rollout reaches the end of the line and Boss, where you refight one of Story Mode's boss on a timer. This game has been retired as of March 31, 2017. At the end of each week-long tournament round, you get Mojo prizes if you had one of the top 3 high scores amongst your Friends list. (This is short enough that you almost never die.) There's only one native power-up marble-an marble - an hourglass that adds 5 seconds to your current match-but match - but at the end of each match you get "Mojo," a form of currency which can be expended to add up to three Powers to your match (Bomb marbles more extra-point pop-ups, etc). It adds the ability to check your friends' scores (and compete with them), and centers the formula around this form of "multiplayer" competition by putting a 1-minute time limit on each match. This one was a little different Instead of the version was also created, called ''Zuma Blitz''. It just looks a little more dynamic.A sequel, ''Zuma's Revenge'', was released in September '09. I actually spin them a little faster than they would in reality. I rotate the inner part based on percentage of location. I align the ball's forward axis to the path, and the mesh and effects are nested in side the main transform. So when say 4 balls are removed, the array compressed the 5th ball now is bound the same location that the first was, it will roll quickly back to that place. It actually works pretty much automatically because I bind the location to the array index. All the balls are in an array, that is compressed (when balls are removed) and expanded (when balls are added). (Simple Waypoint System also works well, as you can just get a normalized position on a given path.). Goto on the tweens to move them along path at specific points. I create a new tweener each of balls (that is stopped initially). (a series of empty transforms) You can use either iTween or DOTween traverse the path. That prevents any slow down or frame drops.įor the path, I use waypoints. To keep things running smooth, I pre-generate all the balls (and a small pool for the ones being fired). What problems are you having creating the balls? I am doing nothing fancy there, I just instantiate them from a random set of prefabs. I won't provide any code, but I'll certainly share what I am doing conceptually.
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