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Hermit Cat
Hermit Cat
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Super Fan

Your name will be specially credited in every game I make.

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HOLY SAINT

I have no idea what to put here

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Welcome

  • If you support me here your name will be in special credits of every game I ever make

Recent posts

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Hermit Cat
Public post
I was home alone for brief moment today so I got the chance to record a video.
https://youtu.be/y58wZ8EK1RM
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Hermit Cat
Public post

Tile outline trail effect. The Final version

So I've tried to make a cool blasting wave effect along the solid tiles when you dash but that would require way higher programming skills than I have right now. I also have some more new ideas with this concept but that'll be implemented in later stages of the game. 
Thank you guys so much for supporting me this seriously!
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Hermit Cat
Public post

The Highlight Visual Feature (Not Final Version)

I've spent 4 days on this. I'm so pumped that I finally made it to work correctly. But the real purpose is to make them appear on the tiles that player move on. So that's the next thing I'm gonna do. And another thing after that too.

So my most struggle was that I had wrong mindset about object pooling. If you don't know what object pooling. It is a coding pattern, or a technique as I love to call them, that is extremely important in game's performance. Years ago I watched a tutorial video and wrote down the script that handles object pooling and been using that when needed. 
But now the struggle begins because of my mindset. The mindset that object pooling just this script and nothing else. So the step that finally led me to the right direction is to have a mindset that object pooling is just a concept, or a technique that I can apply in any shape. And boom! A beautiful code and happiness. 
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Hermit Cat
Public post

Features

It has save/load feature. When I tick a task done, it saves that into a text file somewhere in my computer. And it loads the saved entries when opened again.
I can delete all the entries by pressing Delete button too when I'm done reviewing them.

It wasn't difficult to write the code to auto resize the input field when text inside gets too much to fit.

A new empty entry input field will automatically spawn when I check the last entry done. When it spawns it of course do a little math to have correct position.

Apparently uses 0% CPU 〜( ̄▽ ̄〜) 
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Hermit Cat
Public post

Personal non-game mini project

I might be suffering from amnesia (joke) cuz at the end of everyday I always put this conscious effort to remember what I did all day and often fail miserably at remembering.
I went high and low trying numerous to-do websites and apps but all of them are have too many features blasting information overload at my face.
I ultimately decided to just make my own in Unity.
this website doesn't have feature to insert image in between texts, so let's go to the next post
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Hermit Cat
Public post

My first attempt at these kind of videos

So this is 100% pointless. No one technically needed this video but since I now officially have you awesome supporters for me, I reckon that I have to work harder to show you more love than just simply crediting your name in the game.
As I kinda said, the purpose of this video is not to teach you anything. It's to communicate with you in more deeply personal way as a game developer.
https://youtu.be/_xjwfLeWEW4
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Hermit Cat
Public post
Sorry guys. My brother's been at home using my pc so I wasn't able to do as much. He should be gone either tomorrow or a day after tomorrow.
But here's sneak peak of what's gonna replace the grey area. Or one would call that "dream sequence".
Yes, that beautiful yellow sky that I was showing off back in winter is back.
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Hermit Cat
Public post

My pro gamer move has been denied

First, I googled how to spawn objects around circle. Which led me to this wonderful threat, if you wanna check out: https://answers.unity.com/questions/1527538/instantiate-prefabs-in-a-circle.html

With the help of that I created a bunch of position datas in circle which I can feed them into Unity's line renderer system. But not yet.
I made another bunch of points with bigger radius but with same exact amount of points. So now I have two imaginary circles made out of points.
What I did next is I ran a for loop to pick a point from inner circle, then from outer, then inner, then outer and so on. Which will result in me having buzzsaw like shape.
Finally I made a little animation code to simulate motion in line renderer.

Now here comes the unsolvable problem.
If you look closely at the head part, you'll see it's kinda glitching. That's because in Unity's line renderer system, if two points gets too close to each other, the line will get awkwardly screwed or twisted. And that marks the end of this  tiny little coding adventure.
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Hermit Cat
Public post

Sorry guys, sometimes sacrifice has to be made.

It's been causing the most headache of writing a story, ever since it came to exist. Today I just realized I can just delete it entirely.
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Hermit Cat
Public post

UI text update!

For this whole time I've been using Unity's (the game engine I use) built-in text system. But there is a free plugin called TextMeshPro which brings a less jagged text and smooth edges. The following picture will show you the smooth edges but to feel the improvement on general jaggedness, it's better to see it directly from the game yourself.
It took me some time to make small changes to all my UI codes but it was trivial.
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Hermit Cat
Public post

Bugfixes

My memory is so bad I have to look at my to-do list to remember all I did. Alright.
  1. So first of, thank you for a mysterious twitter user for reporting me that any settings are just not getting saved. And this is because of my very own ever flowing assholery, that I literally wrote a line of code that deletes all user settings data, and forgot about it.
  2. Background music has two parts: One is the intro section. And loop section, which plays immediately after intro section is finished. If you pause the game while the intro section is playing, the loop section will not play. Because in Unity game engine, pausing means setting the flow of time to 0. So I had to do a combination of stoppable and unstoppable flow of time to fix this bug.
  3. The duct tape code that makes camera smoothly follow player in long rooms works like this: For every next frame it gets half way closer to the player than the previous frame. But it never truly, mathematically reaches. And that causes every pixel on the screen go wiggly waggly. So what I did is that I put a threshold of 0.2 points. If camera gets closer than 0.2 points to player or room's camera zone limit, it stops moving anymore. That way we can still get the nice smoothing effect while preventing it from getting too crazy with small numbers and cause everything you see wiggle woggle.
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Hermit Cat
Public post

I know what to do here

So I obviously shouldn't leave this place a ghost town now that people started donating to me. As you've already read, all supporters will be credited in every game I make. But I have to do something recurring here in order to make it not a ghost town. So
This will be my blog page where I write extensive log about what I did to the game. 
Why non-extensive on itch.io devlogs or twitter? Because itch.io is a store, not a blog website. So people want changelogs as short as possible, if they want to read. Twitter is a marketing battleground of show-offs. No one is there for in-depth behind the scenes stuff.
On a side note. I always wanted to talk about what I did in details. I would often annoy my discord friend with it. So thank you guys for providing me the place for it.

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