He/him
Higher noise frequency -> more hectic
Higher noise strength -> more erratic
Here's a comparison of different settings:
Higher noise frequency -> more hectic
Higher noise strength -> more erratic
Here's a comparison of different settings:
I wanted to make critters you cannot "interact" with as a player.
So I made a simple script where the critters idle around a specific area, and if the player gets too close, they go to a hiding spot, and spawn back later if the player is away.
I wanted to make critters you cannot "interact" with as a player.
So I made a simple script where the critters idle around a specific area, and if the player gets too close, they go to a hiding spot, and spawn back later if the player is away.
You're on an island with a handful of items that can interact with another.
You interact by holding and waving items around with the wasd keys.
It was meant to be a micro crafting/puzzle game with a tightly closed loop of objects. Very inspired by Minit's minimalism.
You're on an island with a handful of items that can interact with another.
You interact by holding and waving items around with the wasd keys.
It was meant to be a micro crafting/puzzle game with a tightly closed loop of objects. Very inspired by Minit's minimalism.
I needed objects to have wobble animations with a "soft" reset if another player knocks the same object.
So it's just a looping "wobble" that can just vary in intensity. Knocking the object just increment the slowly decaying wobble strength.
I needed objects to have wobble animations with a "soft" reset if another player knocks the same object.
So it's just a looping "wobble" that can just vary in intensity. Knocking the object just increment the slowly decaying wobble strength.
It's surprisingly versatile and convincing! On top of being super cheap to make and run :)
It's surprisingly versatile and convincing! On top of being super cheap to make and run :)
(Models by Spelkraft, @dorianbeaugendre.bsky.social & me)
(Models by Spelkraft, @dorianbeaugendre.bsky.social & me)
Does a great job of giving a sense of the clouds going over the horizon.
Does a great job of giving a sense of the clouds going over the horizon.
This one I wanted to work like AC New Horizons, with big puffy clouds and many controls over light, wind, cloud coverage, etc...
Notable tidbits below:
This one I wanted to work like AC New Horizons, with big puffy clouds and many controls over light, wind, cloud coverage, etc...
Notable tidbits below: