🐈⚔️ Solo gamedev catlady making funny browser games and aspiring to RPG/RTS development
💡🎨 Inspired by games like Harvest Moon, The Sims, Jak and Daxter, Age of Mythology, and so many more
🔧 [ Find my Unity assets on itch ]
☕ If you like what you see, buy me a Kofi :3
💼 Might be available for work and/or collaboration. DMs open
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🐱 My Assets 🐱
👾 Game Jam 👾
MY GAMES—
Fish Flash (play on Steam)
Clonin (play on itch)
Cosmoscope (download on itch)
JAM GAMES—
Space Rodeo (play on itch)
Dominant Species (play on itch)
Lie of the Beholder (play on itch)
Pumpkin Toss for TRIJAM 287 (play on itch)
The Gathering Gallery (explore it on itch!)
MY GAMES IN DEVELOPMENT—
Fishionista
Santa's Arctic Empire
MORE—
3D Modeling
2D Art
code snippets
game bugs
inspiration
jibberjabber
any aspiring astrologers around here? I was surprised I couldn't find a 3D astrology sim app that suited my specifications so I set out on a quest to make the vision in my heart. I'm calling it COSMOSCOPE! It doesn't currently have all the extra bells and whistles but can provide all the info from the default settings of astro-seek.com (tropical zodiac, Western Placidus house system) - in fact if you have an account there with a database of natal charts, you can import them right into this program :D My goal is to make a comfortable 3D simulated space to analyze planetary positions in relation to each other, something both cozy and functional.
Coming soon to itch.io and maybe steam :3 It also features a heliocentric mode! Pls ignore blinking Chiron, it's being cheeky...
vent has an enticing Fire Mojo prize, but ye gotta be quick
Time between blasts is randomized as to be cruelly unpredictable, but it's usually easy enough to just run across without getting burned, I failed for demonstration purposes x3
I have long been intimidated by the trijam 3 hour time limit, but last weekend I finally had a game idea small enough to take a crack at it. Here's a gif of my game Pumpkin Toss for the theme "Autumn Aura"; was surprised to finish it with almost an hour left to go! I woulda kept tinkering for the full allotted time but I was skating too close to the submission deadline 😅
play it here: https://utzsar.itch.io/trijam-pumpkin-toss (browser version ran fine for me in Firefox and Edge but for Chrome I had to turn on "Use graphic acceleration when available" in Settings)
Some details I wanted to flesh out but didn't get to:
The max charge tosses that pumpkin way further than you ever need to. The max charge toss should probably match up with the outer most limit of where a crate can spawn
You just have to hit the crate at all, not necessarily get the pumpkin into the top of it. Would be more satisfying if it actually went in the crate, imo
I wanted to do a particle system in front of the camera for the falling leaves, but didn't have time to figure out how to do that, so instead I used multiple game objects with movement routines that reset themselves upon hitting the ground plane.
The ability for the charge to start over upon reaching max would've been nice
art from Space Rodeo, my first ever jam game. I had a week to make it. i ended up quite surprised at how much i can accomplish when the clock is tickin!
Handy solution for quick handling of a multitude of UI menus: collect them in a List, then when Escape or other key of choice is pressed, you can close out the last opened menu until none are left, then allow for pause/options to open like so:
@pro-forma-nails True, I don't tend to use cyclical references; in that case, instead of rejecting duplicate entries, you could set them to the top like this:
but if you find yourself in such a twist, I'd switch to using a Stack;
the above would pretty much simulate a Stack with our List by manually managing its order, but we can eliminate such need and potential for error by using a Stack. Stack has some nifty functions such as Pop and Push that make it ideal for order-concerned usage: Pop removes and returns the top item, Push adds an item to the top of the stack. Here's what it could look like:
(I added some safety checks for the while loops, they ideally shouldn't be needed but of course the road to hell is paved with "that shouldn't happen"s 😅)
In the simple approach I use List for its easy Remove functionality, which Stack does not have; you can only Pop or Peek at the top most item (Peek retrieves the top item without removing it). But by creating a tempStack to rebuild from we can mimic List.Remove behaviour for closing out a selected menu. Then Escape usage looks like this:
This 'snippet' got a little verbose so if you'd like you can take a gander at it on github~ in that version I've turned the loops into a shared RemoveFromStack function so we don't have to write the loop logic twice, and added a ToggleMenu function.
IF you wanted even finer control, say, being able to close groups of menus together (maybe you have a PlayerUI that opens new windows for StatsUI, TalentsUI, whatever) you could add a new MonoBehaviour to menus like MenuGroupTag with variables like bool isGroupLeader and string groupID, then when you close a menu you can look for the MenuGroupTag and check if isGroupLeader, if so, close all that match its groupID. If anyone would like to see an example of that just send a request to your friendly neighborhood battlecat (=ↀωↀ=)~
Handy solution for quick handling of a multitude of UI menus: collect them in a List, then when Escape or other key of choice is pressed, you can close out the last opened menu until none are left, then allow for pause/options to open like so:
vent has an enticing Fire Mojo prize, but ye gotta be quick
Time between blasts is randomized as to be cruelly unpredictable, but it's usually easy enough to just run across without getting burned, I failed for demonstration purposes x3
More games need fun item descriptions like these! Nothing disappoints me more than having an item inspection function that just shows you a png and some stats like weight or something for every single item.
Even unhelpful tool tips makes me feel way more engaged!
ha agreed! It takes me back to the days of playing point & click adventures like Pajama Sam, I simply had to click on every clickable thing to see what gag it was hiding. Most did nothing for your progress but they were the highlight of the game. Fun needn't always be functional, eh >;3