Thanks to all the votes, the game's logo has been decided, and is now animated in the game as a new transition!
This didn't take too long to make, but was definitely interesting to deconstruct into animatable parts.
Pretty cool, don't you think?
#indiegamedev #indiegame
Posts by π» Echo
Naming these memberships in the game's Wi-Fi Tier system is fucking awesome... XD.
Each one is a satire, centered around how internet companies label and categorize customers.
#indiegame #indiegamedev
It's happening, people... IT'S HAPPENING!!!
The Tutorial is in progress, and it's exciting!!!
#IndieGameDev #indiegame
Mini update: I added rotation sensitivity. Now draggables respond to your mouse direction.
Yes, the clip is muted. I was listening to a show while working, and I don't want to get a notice...
With the settings in place and the animation system upgraded, here's a look at how the interface feels so far, along with some of the new changes.
Drag & Drop: There are 2 new animations when picking and dropping.
Settings: FructOS settings are working.
#indiegamdev #indiegame
The version number on FructOS has functionality.
The FructOS version is the game version. For example, if the game is v1.2.4, FructOS will display the same version number.
If you're unsure if you updated your game correctly, look at the version number when you boot up.
The boot screen only appears when you start up the game. It will not play when you're sent back to the Main Menu from another scene.
Fun fact: The start-up ping is a sample from one of my songs, "Metal Children".
When you start up your machine, you have to boot it up, right?
I gave FructOS a boot screen and a little ping when it's done loading.
Pretty cute. And yes, the progress bar is that jittery by design, to emulate a real one. It's randomized.
#indiegamedev #inidegame
FructOS Update:
Level Select - Drag a level from the playlist and drop it on the select tab.
Settings - Adjust the window, graphical, audio, and themes in FructOS (coming soon).
Themes - Some themes make the background react to sound, like the default in the clip.
#indiegame #indiegamedev
Update: Finally got the save system to work!
It took a long time because I was testing the formatter to ensure it saves and loads correctly.
It's also adaptive! So any changes I make to the size of the data will work!
Now... to continue with the rest of the features for FructOS.
The animations are smooth at 60 fps. The thing is I was recording and screen sharing at the same time. Thatβs why it appears a little choppy.
Yes, I know Unity has a new UI Toolkit that allows stylesheets and presets. However, I don't have the time to learn it at the moment.
Maybe in another project I'll use the toolkit.
In Bandwidth, the Main Menu is a fake operating system called FructOS, which behaves in an environment similar to macOS.
I wanted to replicate the dynamic UI animation to allow natural UX. So, I made a CSS-like animation system for the motions to be made!
#indiegamedev #indiegame
Sneak peek into the new Main Menu design coming to Bandwidth :).
I updated the window sizes and base style to make it feel more like an OS. I even gave it a new taskbar on the left for Levels, Skins, Wi-Fi Providers, and Settings!
#indiegame #indiegamedev
A look at the list for what's needed for the editor to be complete, AND one of the newest functions added: Group Replication.
The parenting order of the original objects will be applied to the duplicated objects.
No need to regroup everything!
#indiegamedev #indiegame
The new Property Instruction system is working! Objects now allow instructions for visuals and actions/states!
The system supports ANY custom instruction, such as "Boss_Attack_State", "Collected_Value", "Play_Animation", etc.
This allows flexibility for future items!
#indeigame #indiegamedev
How dare... /j
More Korca doodles
In a nutshell: I can give objects "stylesheet rules", but also other properties like "Boss_Health", "Animation_Name", "Item_Worth", etc!
I updated how objects are visually defined in the game! I can now use a set of properties and rules, and even create new rules later and define their instructions!
This system also extends to objects like triggers, bosses, collectables, and so forth!
#indiegamedev #indiegame
However, if you type "S O LID E S URF", THEN it knows you're writing "solid surface", because it's closer writing that word than it is "box collider".
Sometimes you have to be precise, but most of the time you can be silly or lazy :).
Fuzzy Search is powerful, and can even understand leet code, but it doesn't always guarantee the exact word you want.
The search guesses are based on edits to make a word.
"S O LID E" results in "Collider", because the word "box collider" has more letters in common than "solid surface."
(1 / 2)
I upgraded the Search Filter in the editor to have Fuzzy Search!
The search will now GUESS what you're trying to type. It no longer matters if you misspell a word or leave it incomplete!
It's not case sensitive. The game just auto displays it as capitalized.
#indiegamedev #indiegame
Roo!
Uh... Ok, whatever this is, it doesn't look very friendly or easy to get rid of.
I think the player may have to put up a fight. (Hint hint)
πππ
#indiegame #indiegamedev
OMG IT'S BMAN!!! :D
I wonder what this could be... πππ
#indiegame #indiegamedev
My fren in many styles :>
I updated how the path playback system works! Now it plays back the path CONTINUOUSLY, until it reaches the end of the path or the song.
This is much more useful than the original section-based system, which didn't work well with smaller path lengths.
#indigamedev #indiegame #rhythmgame
Editor progress from about 4 days ago:
- New interface style
- The Build Rack and Properties Panels have been added
- Search pieces by name (not case sensitive) and Category Filtering are working
- Playmode camera transitioning is now instant
More progress soon
#indiegamedev #indiegame
#rhythmgame