He/him
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:
I wanted to make critters you cannot "interact" with as a player.
So I made a simple script where the critters idle around a specific area, and if the player gets too close, they go to a hiding spot, and spawn back later if the player is away.
I wanted to make critters you cannot "interact" with as a player.
So I made a simple script where the critters idle around a specific area, and if the player gets too close, they go to a hiding spot, and spawn back later if the player is away.
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.
The sound is the cherry on top that ties everything together, kudos to the incredible sound people of Toca.
The sound is the cherry on top that ties everything together, kudos to the incredible sound people of Toca.
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.
I'm currently very much looking for new work so feel free to reach out!
I worked at Toca Boca and previously on Anarcute and at Klondike.
See you around 👋✨
I'm currently very much looking for new work so feel free to reach out!
I worked at Toca Boca and previously on Anarcute and at Klondike.
See you around 👋✨
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 🙈
It's surprisingly versatile and convincing! On top of being super cheap to make and run :)
It's surprisingly versatile and convincing! On top of being super cheap to make and run :)
(Models by Spelkraft, @dorianbeaugendre.bsky.social & me)
(Models by Spelkraft, @dorianbeaugendre.bsky.social & me)
Particularly visible here, with also a bit of fake cloud transparency :)
Particularly visible here, with also a bit of fake cloud transparency :)
Does a great job of giving a sense of the clouds going over the horizon.
Does a great job of giving a sense of the clouds going over the horizon.
This one I wanted to work like AC New Horizons, with big puffy clouds and many controls over light, wind, cloud coverage, etc...
Notable tidbits below:
This one I wanted to work like AC New Horizons, with big puffy clouds and many controls over light, wind, cloud coverage, etc...
Notable tidbits below: