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#dev logs
izicodes · 4 months
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Sugary Scribbles | #8
Saturday 6th January 2024
IT'S BASICALLY WORKING (on larger screens)! My never-ending war on website responsiveness continues! I have a large screen and I stupidly only took into account of MY screen size. What I did do though is created a message for phone-table sizes because it just wouldn't make sense it working on really small devices - in my opinion~! But for now I will put this on hold because I am excited about my other project idea I came up with yesterday oops~!
This is my first project of the year and it's super adorable in my opinion! It paints, it erases, it deletes and it saves your artwork! Ticks all the boxes I made at the beginning of the project! Turned a simple 'Make a HTML painting webpage' into something more cuter and cool! Job well done! 😩🙌🏾💗
You can try it out (if you have a larger screen size), all that happens is the painting will be off the mouse direction a bit, sorry!
link to the Sugary-Scribbles web app! 🍡
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Lastly, here is a cool drawing I made as I was testing the site~! I'm a better artist than this I swear, just not good using a mouse...
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List of resources I used during the project
Figma - to plan the webpage
Canva: to make the header
Photopea: for further photo editing
RedKetchup: to colour pick quickly
CSS Animations: to add the zoom-in-n-out animation
MDN Canvas: to know what the element does properly
YouTube Tutorial: to get inspiration and extra help
Flaticon: for the icons and cursors
Html2canvas API: to turn the drawing into an image (tutorial)
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That's all, have a nice day/night and happy coding! 🖤
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77angelnumbers77 · 5 months
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I published my Trollian workskin here and made a tutorial for it here on AO3. Here's what the (thus far) finished product looks like:
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And on mobile:
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Landscape mode is recommended but it looks fine either way.
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sidhedust · 3 months
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I figured out how to overlay GIFs to finally make a veil effect for the VN! You'll see this screen when you hit "V". Once you do that, you can see things behind the veil and can get extra dialogue and all that jazz.
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wheeliescoot · 4 months
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test-box (do you get it do you get it do you ge
I worked for forever on this but there’s still hella bugs …
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zorlok-if · 2 years
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Dev Log — ARCHIVES
July 10th, 2022
July 17th, 2022
July 24th, 2022
August 1st, 2022
September 2nd, 2022
October 5th, 2022
PLAY ZORLOK | CAST | FAQ | NAV | ASK
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galaxialauthority · 29 days
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Update
Mansion added to [land]
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splattrpg · 7 months
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Leveling
In Splattrpg, you have two different levels. Your character level, and your freshness level. Your character level caps off at 20 and is very similar to character levels in other systems. I.E. leveling up will unlock milestones and let you do cool new stuff. Freshness level caps off at 5 and is tied to your freshness bonus. Freshness bonus is a positive modifier similar to proficiency bonus in dnd 5e that you can add to most rolls. Occasionally your freshness level (and thus your bonus) may reset. This is briefly touched on in the weapon types/classes 2.0 dev log.
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kimaprince · 1 year
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Rapunzel's Flower Dev Log: Part 41 Blast From the Past
New Post has been published on https://kimaprince.com/2023/01/27/rapunzels-flower-dev-log-part-41-blast-from-the-past/
Rapunzel's Flower Dev Log: Part 41 Blast From the Past
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DISCLAIMER: I found these unreleased Dev Log notes in my previous ‘2020 Dev Log’ file in my Google Docs, and as much of it is ridiculously outdated, it’s still a snapshot of the development of RF. I also think it’s missing some development between this log and my next. I have a few notes at the bottom about what I believe is missing. Also, it was apparently written before I dropped development of Reel Dream! That’s, that’s old. I mean, this is also around the begining of 2020 quarantine >3> I’d like to forget that actually.
For this year’s (2023) first Dev Log, go here. (I’ll add the link when it’s posted)
PLAYING AROUND
Feb 17, 2020
As I’m planning on putting dev logs on hiatus I’ve actually been playing around with RF today, not really doing much but I played with a Mode 7 plugin just to see what it would do:
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It looks like a lot of fun when playing with it, but it has too much that would need to be done to make it work right, and is out of the scope of this project.
I got this idea however, from a game that I recently got addicted to over the weekend:
Cat Quest Developed by: The Gentlebros Pte. Ltd.
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Like that game legit had me addicted and I think I beat the main story line in two days. Which isn’t much time considering the mommy life. I’m still playing the after game and clearing dungeons.
So other than the map perspective used in the game, Cat Quest (GO PLAY IT. I got it on the Switch! Okay, yes I realize this game is a few years old. It takes me a bit to get around lol) also got me thinking about dungeons and dungeon crawling. Their dungeons are single level (this game is very casual play-like) and they aren’t too expansive…unless it’s supposed to be…and they have a lot of invisible paths.
So that got me thinking for RF that I should start planning the dungeon floors to be a lot smaller than what I had imagined in my head. This will help with mapping time, and for players to clear floors faster to feel like they are progressing.
I’m going to combine that with the recurring chests idea I had, and I may include different chest types, like a locked type players can go back for once they get a key further in the game that will have rarer, but optional, items; which is another idea I got from Cat Quest.
SETTING UP THE SCRIVENER FILE WITH NPC PROFILES
Something I honestly should have put together long before is profiles for each of the characters in RF. However, I just got to doing it and thankfully I had been working on a similar system for Reel Dream and already had things I could copy/paste to make the templates.
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I’m honestly questioning the 10 stars friendship system. I’m thinking of breaking it down to be  stars. Maybe, maybe not. I want to make shorter games and figuring out things for 10 stars? Of course, I think I was only planning to have an actual friendship event every few stars, and I guess that means that if I have characters I want it to be harder to befriend, I could just make them have certain events happen at higher star levels, though that would also limit how many events I could have compared to others.
Okay, that was a long run on sentence but that’s my thoughts.
A MESS OF A MOUNTAIN
(Feb 19, 2020)
So I worked a good bit on Reel Dream’s plot today, scripting out the first part of the game so I felt I needed a break to do something more relaxing. So I went to RF to do some mapping of the mountain area:
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Basically, from sample maps from the FSM asset pack, I glued together a few maps I liked and have been working away at making them fit, as well as making them how I imagined. Right now it’s still a mess but it’s coming together. That’s Avy’s Tower asset right there, that I plan to use for the main tower in this game. I may do a bit more searching, but this moss covered look fits with what I want for the game.
WHY DO KIDS GET US SICK
So between a rough emotional/mental week followed by a week of sick family, not much got done and now it is March 2nd. Reel Dream takes priority but I just want to note that I continued on that mountain and this is where it left off:
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Still have a lot of work to do on it but it’s shaping up to be its own thing now, and not just a copy/paste from sample maps.
MARCH 5th 2020
Just did some mapping.
OH QUARANTINE OH QUARANTINE
June 15 2020
So how’s quarantine going, ya’ll?
Yeah, so between everything I normally deal with…RF has been on the bottom of the to-do list. I have been working on Reel Dream a bit lately and I continuously am trying to make my office area more productful and more childproof, which is hard now that my youngest is a full fledged toddler at age two.
What’s been on my mind lately for RF is the weapons crafting system and how I should simplify it in ways I’ve enjoyed in other games I’ve recently played such as Moonlighter. However, the idea of how it was all to work out was almost completely fledged out and ready to input into the engine so I kinda want to just go with my original idea and see how broken of a system it is. It may work out to be a fun quirk of the game!
I quit my Patreon before the corona lockdown happened, when I didn’t even know it was going to happen, and thankfully I did as I wouldn’t be able to keep up the Patreon at this rate.
Without the patreon however, it has allowed me to put game dev on the back burner as I have needed to, without feeling like I was ripping off those who were giving to me.
-Some Time Later-
Okay so yeah, the internet is distracting and I’m fighting laziness and depression right now but…
Game dev wise I think I may have tossed some dev notes in an office purge I did the other week, though I still have a lot of digital notes too so maybe what I want is there…
BLUB
BLUUUUUB
BLUUUUUUUUUUUUUUUB
If any of ya’ll get that reference than….ya’ll are a parent.
Okay, so I had been working on the spreadsheet for figuring out the crafting system and I reduced the number of crafting materials I use in each setting:
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I even renamed some stuff and decided on how some items were going to be used. Somehow, I just couldn’t reduce the med craft ingredients by much. Most things in that list made sense to me so I kept them.
Why this change? Well mostly I was inspired by Animal Crossing: New Horizions on how their main ingredients are just 3 types of wood, rock, clay and iron. Sure the game adds some special pieces too but those are what you are collecting on a daily basis.
Rapunzel’s Flower isn’t meant to be an overly large game, so I really shoudn’t have a boat ton of items and complicated crafting. I still want to make my additive ingredient method of crafting instead of something more linear (like Moonlighter) because I think how the additive properties will act in game will be painfully hilarious as I try and balance it all.
Yeah, I pretty much said I want to have a dev crisis trying to balance this game.
However, having done that I’ve gotten thinking about something else I had wanted to do originally in the game: On screen encounters. Originally I said I couldn’t do it because I don’t have sprites for the majority of Aekashics battlers I will be using, but thinking about it, the spawn monster doesnt have to look exactly as the monsters in the troop. I mean, hey, you don’t even see a troop you see one monster and SURPRISE it’s a troop…
So I DO have directional sprites for cute little elemental slimes for Aekashics that fit with the elements in my game. I’m thinking I could go back to the on screen encounters and use these elemental hinting slimes in the different areas to create on screen encounters. I even have plugins to make on screen encounters interactive.
More work? Potentially, well, yeah, but it will be in line with the original vision of the game.
THE NEXT DAY
Le gasp! I’m here typing the next day! So, last night I did a lot of work planning the crafting system and this is only part of my spreadsheet for that:
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So I guess the next stage is…I don’t know…guess I have to make sure each item at least has an icon and then start putting these base recipes into the plugin.
As much as I love the crafting plugin I have, I also hate putting recipes in it. That’s actually why I have this spreadsheet is so that I can reference the item numbers and ingredients for input into the plugin. The plugin asks for item database numbers so I can’t just go back and forth trying to get and remember numbers. Thus, this spreadsheet.
Google Sheets really has become a go-to tool for me. I’ve even created scheduling, chore and grocery spreadsheets for daily life!…only the grocery one has gotten real use. Haha…that’s my fault. I keep trying to find a good planner system for myself because it’s easy for me to get off track and lazy.
Anywho, into the engine to go work on those recipes!
RECIPE WOES
Okay, so the recipes can only have one craft item category used and you can’t have two in one recipe so I’m going to have to plug in a LOT of recipe variations. Lots…man I’m glad I toned down how many weapons and junk were in the game.
So Okay, to tone that down why don’t we just require the Augment to be a chip that you have to craft? Yeah, yeah I think that makes sense. Then the recipe only calls for a Chip and that Chip, using the Additive Traits of the crafting system will add it’s traits to the weapon you are crafting. BINGO! I think that will save me some recipe making…I hope.
Wait, nope. That runs into the same exact issue. Unless….we use the Chip to create a Drive which creates a Core and all adds onto each other!
2023 Comments: Um, I’m not sure what all was going on at this point and I feel like there were a lot of decisions and developments I never ended up documenting. I’m not even sure if I recorded the decision to go with Randomly Generated Maps to create dungeons, or that I went back to a simpler crafting system with Yanfly’s Item Synthesis and have pretty much dropped augmenting items for weapon enhancement mechanic. Going to stick to simpler item and weapon creation. Sorry I didn’t document that, so there’s a bit of a gap between 2020 and 2023 that’s more than just time.
Anywho, from now on Dev Logs will be written for this year’s development, and I’ll try to keep in mind to give ya’ll a refresher when I talk about certain mechanics and developments.
Thanks for reading and God bless, Kima Prince
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slasheru · 1 year
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HEY I'M USING TUMBLR BLAZE FOR ITS INTENDED PURPOSE AND TELLING YOU ABOUT MY HORNY HORROR-COMEDY DATING SIM THAT I MADE.
(also on itchio ooh ahhh https://suiteddevil.itch.io/slasheru-act1alpha)
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limelocked · 10 months
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It feels like @staff and @humans have really lost the thread on what tumblr actually is, because tumblr is theoretically not a social media site
Back in ye olden days having your own personal blog with like blogspot was all the rage, it was clunky to find other blogs since they were entire other websites AND THATS WHAT TUMBLR IS
Tumblr is a hub that lets you look at all the new content from your blogs in one place, that’s why it’s so different fundamentally from what I’ll call the MySpace model of social media, that’s why I think redditors as forum users fit into the ecosystem so much faster than twitter people, because Reddit is tumblr but for forums instead of blogs
Trying to make tumblr look and or function like twitter, a fundamentally different product, will just end up making people leave en masse like we did in late 2018 to find greener pastures, and especially pastures that don’t roll out updates in vague corporate speak and with no specific prior notice (because staffs recent post was worded towards shareholders and not Us)
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izicodes · 9 months
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Made a Google clone
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Saturday 12th August 2023
I got bored today and made a visual clone of Google - meaning it doesn't actually work, unfortunately. I was browsing online and saw the "Beginner Projects" article and it said you could make a Google clone in under 2 hours, so I was like "Alright, bet." And I did.
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1 hour and 42 minutes!! 💗✨💗✨💗
If I were to make my own mini search engine, it would be pink-themed. I have not made it responsive yet because you guys know my hate for actually coding stuff to be responsive~! (´∀`)
Might put this project on my Replit account (an account I haven't used in a long time)ヾ(^-^)ノ
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77angelnumbers77 · 5 months
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I'M SO PROUD OF THE TROLLIAN WORKSKIN!! Now I have to get the Pesterchum 6.0 CSS working.
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Progress. -_-
Got to get the text entry field working and the pester button properly centered. NOT to mention that huge margin?? I spent 5 hours on this yesterday . . .
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sidhedust · 3 months
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FINALLY, a MAJOR devlog/update!
ALL CHAPTER 1 BGs/SCENES HAVE BEEN DONE! On top of this, the chapter's dialogue and flavor text is pretty much done too, but I'm smoothing everything out to make it sound as natural as possible.
All that's left are CGs, which are all composed, some even already have lines, I just have to color and shade. You can find a few of them here and here.
I still have TONS to cover-there are 8 chapters, with 2 and 7 being the longest, but there are actually only a few more bgs/scenes to be done since once the characters are in a location that's kinda it.
I MAY release a demo, but since the movel is kinetic and the plot picks up in a weird spot it's a kinda iffy move.
I don't do a lot of bgs in my usual art because I don't draw a lot of full on scenes in my illustrations, mostly because I like focusing on one thing at a time and I like saving my juice for important things. So I save that energy for the VN proper. So I'm proud at how these turned out! They almost look professional, if not for the obvious weaknesses here and there.
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idrellegames · 3 days
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Hi friends, 
New Episode 3 content is available to play on Wayfarer’s alpha build!
Overview
Part 3 Route 1 includes a new playable route. 
Because Episode 3 is still in development, not all routes are accessible at this time. To play the new content, you must have reached one of Aeran or Veyer's endings in Episode 2, then choose Path 1 when you reach Diradan Tower. 
80,000 words of content.
Story Features
This update picks up where the last Episode 3 update left off and includes:
A fight with some ivy
Creepy libraries
Sudden and unnecessary explosions
Weird things that go bump in the dark
Resolving a mystery with more mysteries
Elven eyesight
A new flashback sequence starring your favourite mentor
A huge thank you to my patrons for their unending support. Wayfarer would not be possible without you!
Episode 3 will remain a Patreon exclusive until Episode 4 is developed and released. You can play it by supporting me (Recruit tier and above) at patreon.com/idrellegames.
→ NOTE: Because Patreon charges on the 1st of the month, you may want to wait until May 1st to pledge so you aren't charged back-to-back. Additionally, the alpha password changes on the 1st of the month, so if you pledge for April and then de-pledge for May, you will lose alpha access when your benefits are up.
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galaxialauthority · 30 days
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Update log
Portal was added to [space]
Dormancy room was added to [black void]
Spawn point moved to [grey void]
Ocean updated
Secrets added
Dimensional plane updated
Planets added to [space]
Mindscape added to [portal]
Front room moved
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splattrpg · 7 months
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Weapon types/classes 2.0
We have our first set of ‘patch notes’ for our system, featuring some issues with the leveling system (which will hopefully get its own post soon) and a hopefully more understandable explanation of how things work.
In Splattrpg, character classes are called weapon types. These weapon types are categorized by the weapon classes in the games. Brellas, chargers, shooters, stringers, etc. each weapon type has its own unique characteristics. The individual weapons in these weapon types are essentially the same as subclasses in dnd 5e and other systems.
The main change between this ‘patch’ and our previous post explaining these mechanics is that you can no longer change your weapon type. You also cannot ‘multiclass’. You can, however, you can, however, change your weapon (subclass) at any time.
For an example of this, a shooter main can’t also be a charger main. Nor can they turn into a charger main. But they can swap out their splash-o-matic for a jet squelcher.
To discourage constant swapping, doing so will reset your freshness level to 1. Aforementioned freshness level will be explored in a later post.
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