doodler
he/him
#gamejobs #gamedev @gamesjobsdirect.bsky.social @gamesjobslive.bsky.social @lucbaghadoust.bsky.social @bloodfiend.bsky.social
#gamejobs #gamedev @gamesjobsdirect.bsky.social @gamesjobslive.bsky.social @lucbaghadoust.bsky.social @bloodfiend.bsky.social
Download now on Nintendo Switch, PS4/5, Xbox, PC, Android and iOS!
Download now on Nintendo Switch, PS4/5, Xbox, PC, Android and iOS!
Grab it on Steam: store.steampowered.com/app/2747770/...
or Itch: artefrance.itch.io/wednesdays
before November 21th 9PM CET!
Grab it on Steam: store.steampowered.com/app/2747770/...
or Itch: artefrance.itch.io/wednesdays
before November 21th 9PM CET!
Pop by tomorrow and you might even get the chance to hear the incredible Tristan J Tarwater, as they explore the Decolonisation of Cosy Games! Prepare to get *even cozier*!!! 🥰
Join us after @thegameawards.com for a first look at the future of indie games. ✨✨✨
Working on something awesome? Submissions are now OPEN! Learn more & submit your game here:
dayofthedevs.org/submit/
announcing my new game: Bernband, a remake of the old Bernband from 2014
wander through an alien city, hang out with locals, find secrets, get lost…
check it out on Steam: store.steampowered.com/app/2789170
announcing my new game: Bernband, a remake of the old Bernband from 2014
wander through an alien city, hang out with locals, find secrets, get lost…
check it out on Steam: store.steampowered.com/app/2789170
For the 1st fish, you want the head of the fish to stay steady (uv 1,0) and the rest of the body to progressively lag behind until the tail which moves a lot (uv 0,1)
Hope that makes sense 🙈
For the 1st fish, you want the head of the fish to stay steady (uv 1,0) and the rest of the body to progressively lag behind until the tail which moves a lot (uv 0,1)
Hope that makes sense 🙈
(Models by Spelkraft, @dorianbeaugendre.bsky.social & me)
(Models by Spelkraft, @dorianbeaugendre.bsky.social & me)
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.
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.
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: