🔮 jclahoot.com
Welcome to my little oasis on the web! A tiny village nestled within a cat shaped mountain. My personal website.😌
🌳🌳🏔️🐈🌳
Welcome to my little oasis on the web! A tiny village nestled within a cat shaped mountain. My personal website.😌
🌳🌳🏔️🐈🌳
(but also so laggy because too many sunflower 🥲)
(but also so laggy because too many sunflower 🥲)
For body sunscreen I haven’t found anything like it unfortunately 🥲
For body sunscreen I haven’t found anything like it unfortunately 🥲
I guess I'll "do the wrong thing" and set up a falling timer 🙈 (until I get enough dev XP points to level up and beat this final boss of a bug 🐉💥🗡)
In the interim, I've started modelling the cat mountain! 🏔️
I guess I'll "do the wrong thing" and set up a falling timer 🙈 (until I get enough dev XP points to level up and beat this final boss of a bug 🐉💥🗡)
In the interim, I've started modelling the cat mountain! 🏔️
Figure out the scale of things *BEFORE* building out content. Tiles were too tall, player height was too short, and now everything feels very bunched together 🥲.
New builds will run as if you're 5'9". Previously, things were toddler-sized 😆.
Figure out the scale of things *BEFORE* building out content. Tiles were too tall, player height was too short, and now everything feels very bunched together 🥲.
New builds will run as if you're 5'9". Previously, things were toddler-sized 😆.
I had to create a sprite sheet, and shift the texture each frame to align with the correct image. It was way easier to implement than I expected!
#gamedev
I had to create a sprite sheet, and shift the texture each frame to align with the correct image. It was way easier to implement than I expected!
#gamedev
(not yet in production, I'm still cooking 😉)
(not yet in production, I'm still cooking 😉)
To improve performance, there's a check that runs to see if a tile is "exposed to the air", so that I know whether to render it or not.
It checks neighbouring tiles, but it doesn't (yet) consider partial-height neighbours. Everything is working as it should be.😌
To improve performance, there's a check that runs to see if a tile is "exposed to the air", so that I know whether to render it or not.
It checks neighbouring tiles, but it doesn't (yet) consider partial-height neighbours. Everything is working as it should be.😌
(A movement system that allows you to ascend and descend plausibly jumping-height tiles, that's how!)
(A movement system that allows you to ascend and descend plausibly jumping-height tiles, that's how!)
I don't have a ton of experience doing this kind of thing, so it always gives me such a confidence boost! 🌻
I don't have a ton of experience doing this kind of thing, so it always gives me such a confidence boost! 🌻
*hits screenshot pit*
🌀🍃🔥👹🌀👹🔥🍃🌀
*hits screenshot pit*
🌀🍃🔥👹🌀👹🔥🍃🌀
Reminder that the plan is to make a ***cat-shaped mountain*** (the landing area for the site, see top of thread), so vertical movement is a must! 🏔️🐈
Reminder that the plan is to make a ***cat-shaped mountain*** (the landing area for the site, see top of thread), so vertical movement is a must! 🏔️🐈
This isn't the height tool's final form (I'm trying to close up this dev cycle and made something minimal) but it'll work just fine for what I have planned! 😌
This isn't the height tool's final form (I'm trying to close up this dev cycle and made something minimal) but it'll work just fine for what I have planned! 😌
The little indicators above objects let you know which ones already have media attached to them.
I also made some slick transitions when changing tools 😎
The little indicators above objects let you know which ones already have media attached to them.
I also made some slick transitions when changing tools 😎
💖 🥹 THE CUTEST SLIDER EVER 🥹 💖
💖 🥹 THE CUTEST SLIDER EVER 🥹 💖
Bienvenue à Montréal! 🏗🧡🚧
Bienvenue à Montréal! 🏗🧡🚧