Christoffer Carlsvard
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foffe.bsky.social
Christoffer Carlsvard
@foffe.bsky.social
🎮 Freelance Technical Level Designer

👨‍🚀Developing a short puzzle game about a lost astronaut
📍Malmö

Portfolio:
https://carlsvard.wixsite.com/portfolio
Nice little breakdown, always interesting to see some behind the scenes. It looks great! 💪
October 2, 2025 at 12:04 PM
Thank you! Happy to hear!

I like your Garb project, been following it for some time. Looks addicting! 👀
July 17, 2025 at 8:38 PM
You would not believe your eyes,
if ten million fireflies
July 17, 2025 at 2:12 PM
You would not believe your eyes,
if ten million fireflies
July 17, 2025 at 2:01 PM
Of course, here's a top view screenshot (let me know if you want another perspective). Hope it makes any sense. :)
May 9, 2025 at 7:00 AM
You have some of the coolest elements around, from the sketches to this sonar. Always enjoy reading your breakdowns! 👏
May 3, 2025 at 6:37 PM
You are too kind! 😊

I love the little jump! Looks great! 👏
May 3, 2025 at 6:34 PM
Anytime! More slime to the people!! ☺️
May 1, 2025 at 8:32 AM
Can't stop looking at this! So nice, great composition!
April 30, 2025 at 2:20 PM
It generates a random direction from the Spawner/Player, and then picks a length between the inner(min) and outer(max) radius.
April 29, 2025 at 9:42 PM
Ah, sorry! I see the issue, the radius with that node only sets the max radius, so the spawn point can be anywhere within it.

I would probably not use that node for this scenario and instead use something like this. Or do you need to use GetRandomReachblePointInRadius?
April 29, 2025 at 9:42 PM
You can use a 'Random Float in Range'. Which lets you define the Min and Max for the radius, and the enemies will spawn somewhere in beteween the two. It sounds like that is what you are looking for? 🙂
April 29, 2025 at 4:42 PM
Smooth! Looks good!
April 29, 2025 at 4:19 PM