Chao

@ChaoatGames

Andrew Wilson (he/him) machine whisperer. | I can feel the cold hand of the machine on my shoulder.

Vrijeme pridruživanja: veljača 2012.

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  1. prije 11 sati

    Hopefully with this nice box here, it'll be easier to read the text. It's so nice to be working with pure shaders. None of that GUI shit, just raw mathematics.

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  2. 4. velj

    Just spent a couple hours implementing a text class to have this fade in effect. It actually turn out to be pretty easy, suprisingly getting the text to wrap was a lot harder.

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  3. 3. velj

    Took a break from coding for two weeks to do some writing, now I can't remember how I implemented this text effect. The best explanation I can come up with is that two weeks ago me was some kind of interdimensional shader wizard.

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  4. 2. velj

    Just got back from ! Hanging out with the melbourne development community was a blast. We made a game about repairing a wall while a giant is trying to tear it down. Check it out!

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  5. 19. sij
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  6. 17. sij

    I've gotta say, I'm pretty happy with how this effect turned out.

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  7. 15. sij

    Added some shatter effects to the blocks when they're destroyed, and generally spruced up their visuals. Also, 100 followers woo.

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  8. 13. sij

    Added a distortion pull shader to the warp in to make it a little more dramatic.

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  9. 10. sij

    Once again, this time from the other direction.

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  10. 10. sij

    Started working on the between level scenes, a respite from the terrors of superspace.

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  11. 8. sij

    Finally got around to doing something with the asteroids, their unseemly flat red bodies were starting to get to me. Now they look like this. I'm not sure how I feel about the red, but for a first iteration they're looking pretty good.

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  12. 5. sij

    Not quite the desired effect, but still, looks pretty cool.

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  13. 5. sij

    This took way too long to do, Unity shaders are a bitch. It does look pretty cool though.

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  14. 4. sij

    A friend mentioned that the block placement was kind of janky, so I came up with a snapping system to fix it. It's feeling much better now.

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  15. 3. sij

    It's been a while, the holiday season hasn't left me much time to work on stuff. Just finished implementing a highlight system for the tutorial. I thought I'd be able to dodge this one, but after testing it became apparent that it was absolutely necessary.

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  16. 22. pro 2019.

    Implemented a notification system to warn the player of significant events. Each event can be clicked on to highlight its location on the map. To show this I'd have to either make a 100mb gif, or record a video, so you'll just have to trust me on that one.

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  17. 20. pro 2019.

    Just "finished" implementing a conversation system. Currently employed is the ever faithful Arial font, though hopefully not for long.

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  18. 16. pro 2019.

    On the 9th of November last year I released Midnight, the first non jam game I ever released on Itch. Unfortunately it already passed, but why not post about it anyway y'know?

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  19. 16. pro 2019.
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  20. 7. pro 2019.

    Just finished working on the basis of a minimap. This one took a while, but it was worth it to tick off another critical feature. Also visible is the dumb rift spawning logic, stretching the level out ridiculously long.

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