Hi there, thanks for making a great game. I was wondering if there is any way to invert controls? For some reason with my controller(mad catz brawlpad) , up=down and down=up. It would'nt be a big deal but I'm building a 4 player arcade machine and would love to feature this game, and the contols are going to be wired to the brawl pad no matter what. I think it may be a unity issue as I tried another unity game (turbo taucher) here on Itch.io and the exact same thing happens. The controller works fine in all other games I have... I tried messing with the axis in the config window but it always maps the same... Thanks.
Last One Standing
A downloadable game for Windows and Mac OS X
Chase your opponents and knock down their dominoes - be the Last One Standing!
Created for #TOJam 2016: Don't Stop bELEVEN
Players using Windows: (2016-09-03)
In the past month, Windows Defender / Microsoft Security Essentials have started flagging some Unity games as malware. This appears to be a false positive, even affecting some Steam games, and Unity is working with Microsoft to fix the detection to avoid false alarms.
I'm exploring whether there's anything I can do to the game to work around this, but in the meantime, you may need to exempt Last One Standing from this security check in order to play - but I understand if you're hesitant to do so. I'll update this page once a solution has been found.
WARNING: DEVELOPMENT BUILD
This came together in a weekend, so expect some hiccups. Please let me know below or on Twitter (@D_M_Gregory) if you encounter glitches, and I'll try to get them fixed up.
New in the latest update (2016-05-30):
- Mac version now available! (Depending on your security settings, you may get a warning that I'm an unidentified developer, but this can be overridden)
- Dynamic joining & control remapping - when input is detected in any supported slot (3 keyboard options or up to 6 gamepads), it will be automatically assigned to a Lead Domino, or spawned as a new player
- Idle players will be removed from the next round
- Improved physics stability & fairness - now much harder to accidentally trip yourself
- Fixed minor exploit when players remain stationary - players who haven't moved recently become vulnerable to bodychecking until they start laying down trail dominoes
- Added a jump - no particular strategic importance, it just feels good to hop around sometimes :)
- No invisible walls - the unwary shall fall to their doom!
- Improved messaging of draws/ties
- Fixed issue with music going out of sync when looped too many times
- Lead Dominoes change facial expressions when their trail is toppling
- Removed DualShock 4 specific version - tested and it works great with DS4Windows; manual control remapping is available if needed
Unzip and have fun!
(Windows users: see note on the game page about a false positive from Windows Defender/Security Essentials. You may need to exempt the game to play until this is fixed)
You'll find a controls diagram enclosed. Inputs are assigned dynamically, so whichever key/gamepad you use first becomes player 1, etc. If you accidentally spawn a spare player, just knock them down before your victory lap - idle players will be removed from the next round automatically.
I'd love to hear what you think, in the comments here or on Twitter (@D_M_Gregory)
Log in with your itch.io account to leave a comment.
Thanks! And sorry for the trouble there - I'd assumed Unity's built-in control mapping would be enough, but I didn't realize it was missing an option for inverting an axis. I'm working on a fresh build for an upcoming game party, so I'll build in more robust options UI for that version. In the meantime, I can think of a hacky fix: if we can work out what joystick name the controller reports, I can detect that case and invert its input in code. ;) Do you have the Unity editor installed? If so, I can give you a quick little script to get this info. There may also be third-party programs you can run to remap the gamepad - I use one to get DS4s to read like Xbox 360 gamepads in Unity.
Hey thanks for the response, unfortunately I don't have Unity or a Unity account. But I can tell you in windows the ID is Arcadepad (Mad Catz Brawlpad). I've tried all the remapping tools and none of them seem to work, but anyway no big deal if you can get a more robust menu like you said that would be cool in the next build. If not I think I'm going to make a physical invert switch on each joystick on the arcade machine just in case this issue comes up again, that should make it work anyway... The machines about a month away from being done so there's plenty of time for me to come up with a solution... Thanks!
Do you make this on unity? How you make this beauty shadows, when i try i got ugly:(
Yes, it is indeed built on Unity. I used very nearly the default soft shadow settings - the only changes I made were to decrease the shadow strength to 0.72 so they're a bit more transparent and increase the intensity of the light to 3.2 (my normal mapped materials were rendering darker than I wanted, and in a jam's time constraints it was faster to blow out the light than troubleshoot what was causing this) ;)
It might be because I have a small confined scene with a very shallow depth range, so the shadow map's resolution isn't stretched thin across a huge volume. I also have relatively few curved or thin pointy shapes to reveal jaggies from aliasing, and the camera rarely gets super close to a surface without the depth of field blurring away artifacts that might otherwise be visible.
If you're having trouble in your Unity project, you can often get good advice over at gamedev.stackexchange.com - just be sure to ask a clear and specific question, including a description of what you've tried, examples of the results, and a clear indication of what bits you want to change/improve.
Thanks for the answer, this is good info. My english bad so if not hard try help with this...
What scale you use?
I want realistic domino physics so if domino scale (1 2 0.25) i get good shadows but slow falling, and (0.1 0.2 0.025) bad shadows and good fast falling.
I think solution to speedup rigidbody for scale (1 2 0.25) right?
Well, I won't give you all the info you'd need to clone my game. ;)
When making your own original game, there are going to be some judgement calls you need to make for yourself, including things like what unit scale and physics behaviour feels right to you.
Noo when i first time imagine my game visual stage same with your game. But another gameplay. First i make gameplay prototype but when try to make visual stage i got stuck for week and a lot assfire:D Thanks
One of my favourite games here. Great idea! What i need is the feature to run for a few seconds.
OK thank you also you could add ramps and a auto slide map with obstacles to see who gets to the end first just a idea I have didn't
can you add on suport for chromebook (pls put it in the chrome store)
I found this coding page it will allow you to upload it on to the chrome store.
It doesn't look like that will help, unfortunately. That's an IDE for coding web apps from scratch - at present, I don't see myself re-coding the game and all of the Unity engine features I'm using. ;) I'll keep looking into other options.
is can be batter with multiplayer
i like this game
Love it, great idea & well executed! The movement wiggle is a really nice touch, such a polished experience
Really fun :)
Any way to allow people with only two controllers to play up to four player with player one and two on arrow keys and wasd while the other two are on the controllers? Just imaginning this could be quite an entertaining party game!
Good idea, I'll try to incorporate more sophisticated controls options in the next build.
There will be some imbalance between the arrow keys and gamepad players (the full 360° angle control of an analog stick is a big benefit), but you can resolve that part in meatspace by rotating controllers if you wanted to play tournament-style. ;)
Glad to hear you might be up for the idea, and yeah I hadn't thought about the balance side of things, although to be honest I cant imagine taking it too competitively, 90% of the satisfaction is the physics, for me anyway!
If your intending to add to the game I would be interested to see some more complexities to gameplay, for instance, game modes like capture the marble? Or if your domino trail length was not capped, and maybe with a bigger table you could set traps with your trail. Maybe if you could switch to control any of your placed dominoes this could make it more tactical too? If you could jump you might even be able to make towers, although the practicality of this I'm not sure.
Anyways, just ideas
Updated with dynamic controls assignment, which should let you play with any combination of (up to 3) keyboard and gamepad players (up to a total of 6). Whatever input you use first automatically maps to player 1, the next to player 2, the next to player 3 (spawned on demand), and so on.
Please let me know how this works for you. :)
Also, I'm digging "Capture the Marble" - I've been itching to try getting one of those swirly glass marbles in. Initially I was thinking of it as a hazard, but now I'm considering "Marble Soccer" or other uses... Stay tuned for further experiments over the next month!
Funny Game! :D