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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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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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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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Just got back from
#MelbGGJ! 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! https://globalgamejam.org/2020/games/repair-titan-5 …Hvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
Hvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi
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I've gotta say, I'm pretty happy with how this effect turned out.
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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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Added a distortion pull shader to the warp in to make it a little more dramatic.
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Once again, this time from the other direction.
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Started working on the between level scenes, a respite from the terrors of superspace.
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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.
#indiedev#gamedev#unity3dpic.twitter.com/e9fWa8Wf33
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Not quite the desired effect, but still, looks pretty cool.
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This took way too long to do, Unity shaders are a bitch. It does look pretty cool though.
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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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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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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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Just "finished" implementing a conversation system. Currently employed is the ever faithful Arial font, though hopefully not for long.
#indiedev#gamedev#IndieGameDev#unity3dpic.twitter.com/dN4radCKMTHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
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? https://chao.itch.io/midnight
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Now that's sound engineering.
#tetris#unity2d#IndieGameDev#gamedev#GameDevelopmentpic.twitter.com/JM8Sdlk2F1
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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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