newbies get excited when they learn about visual scripting but at this level of complexity i think you might as well just learn to code π
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@croabadrake
newbies get excited when they learn about visual scripting but at this level of complexity i think you might as well just learn to code π

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This is so fucking embarrassing. This is one of the most embarrassing business quips I have ever seen in my entire vile career.
God I wish.
you might be fighting mushroom men in the woods, but when you gotta poot, you gotta poot.

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let there be lamp
I have long been intimidated by the trijam 3 hour time limit, but last weekend I finally had a game idea small enough to take a crack at it. Here's a gif of my game Pumpkin Toss for the theme "Autumn Aura"; was surprised to finish it with almost an hour left to go! I woulda kept tinkering for the full allotted time but I was skating too close to the submission deadline π
play it here: https://utzsar.itch.io/trijam-pumpkin-toss (browser version ran fine for me in Firefox and Edge but for Chrome I had to turn on "Use graphic acceleration when available" in Settings)
Some details I wanted to flesh out but didn't get to:
The max charge tosses that pumpkin way further than you ever need to. The max charge toss should probably match up with the outer most limit of where a crate can spawn
You just have to hit the crate at all, not necessarily get the pumpkin into the top of it. Would be more satisfying if it actually went in the crate, imo
I wanted to do a particle system in front of the camera for the falling leaves, but didn't have time to figure out how to do that, so instead I used multiple game objects with movement routines that reset themselves upon hitting the ground plane.
The ability for the charge to start over upon reaching max would've been nice
art from Space Rodeo, my first ever jam game. I had a week to make it. i ended up quite surprised at how much i can accomplish when the clock is tickin!

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
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The most important thing you can do in this life is write hyper-specific fanfiction for you and six other people. Donβt believe anything else you read.
Did this with Jak & Daxter Precursors for a dnd campaign. The lore continued to evolve years later.
playing Grounded and learning that one of the ingredients to the Embiggening Cocktail is Dr. Wendell's toenails... on second thought maybe we should just stay small actually
learning how to drive in america is like a fucking saw trap.
hello teenager. in front of you is a 2 ton chevy trailerblazer. you can either start driving, putting yourself and those around you in immediate danger, along with causing you great anxiety, or you can spend your life aaking your friends and family to chauffeur you around town because you cant go butt fuck no where without a car. if you choose to drive, you will have to spend your life paying mandatory microtransactions for a mode of transport you hate. if you dont, you will have to ride the almost nonexistent public transport system and/or put yourself in grave danger by riding a bicycle down a 45 mph stroad. if you complain to anyone in your life about learning to drive a car, you get acid poured onto you. good luck.
Handy solution for quick handling of a multitude of UI menus: collect them in a List, then when Escape or other key of choice is pressed, you can close out the last opened menu until none are left, then allow for pause/options to open like so:
@pro-forma-nails True, I don't tend to use cyclical references; in that case, instead of rejecting duplicate entries, you could set them to the top like this:
but if you find yourself in such a twist, I'd switch to using a Stack; the above would pretty much simulate a Stack with our List by manually managing its order, but we can eliminate such need and potential for error by using a Stack. Stack has some nifty functions such as Pop and Push that make it ideal for order-concerned usage: Pop removes and returns the top item, Push adds an item to the top of the stack. Here's what it could look like:
(I added some safety checks for the while loops, they ideally shouldn't be needed but of course the road to hell is paved with "that shouldn't happen"s π )
In the simple approach I use List for its easy Remove functionality, which Stack does not have; you can only Pop or Peek at the top most item (Peek retrieves the top item without removing it). But by creating a tempStack to rebuild from we can mimic List.Remove behaviour for closing out a selected menu. Then Escape usage looks like this:
This 'snippet' got a little verbose so if you'd like you can take a gander at it on github~ in that version I've turned the loops into a shared RemoveFromStack function so we don't have to write the loop logic twice, and added a ToggleMenu function.
IF you wanted even finer control, say, being able to close groups of menus together (maybe you have a PlayerUI that opens new windows for StatsUI, TalentsUI, whatever) you could add a new MonoBehaviour to menus like MenuGroupTag with variables like bool isGroupLeader and string groupID, then when you close a menu you can look for the MenuGroupTag and check if isGroupLeader, if so, close all that match its groupID. If anyone would like to see an example of that just send a request to your friendly neighborhood battlecat (=βΟβ=)~
in honor of the Lilo & Stitch remake being a huge piece of shit here's a comic about what the original meant to me as an 8 year old

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that's my papa in the water D: save him
The worst holdover from Fish Flash: entirely unhelpful tooltips ππ
More games need fun item descriptions like these! Nothing disappoints me more than having an item inspection function that just shows you a png and some stats like weight or something for every single item.
Even unhelpful tool tips makes me feel way more engaged!