Unfortunate hand placement that I will have to live with forever (but it's porn so it's fine).
Latest Posts by Chunie
Double Contact. Some win, some lose!
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I'm working on a back view of an ibex, and it reminded me of this one I did ten years ago. I remember having a lot of trouble placing certain anatomical features.
I have drawn a pose that I can only make not look weird if I give the character antlers or horns. Haven't decided which one yet.
Locker Talk!
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subscribestar.adult/posts/2404154
Locker Talk!
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subscribestar.adult/posts/2404154
spoilers
Strip pokers ♥️♠️♦️♣️
For @eirizu.bsky.social, @quotarticulis.bsky.social, @zapperzook.bsky.social, @pathoune.bsky.social, @zerwolff.bsky.social, @felinferno.bsky.social, @hanis24.bsky.social, @florinfox.bsky.social and Noah from Discord
Also games need a lot of sound effects. A lot.
Something not super obvious about game development is that you need to have a way to connect your exported asset files to your project files to the raw source assets and the associated licenses and attributions.
Full Length. The things you find out about each other!
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I added the ability to copy buildings, so it's easier to expand production lines.
This is the simplest version that basically just copies a few variables if you entered building mode from copy mode, so no multi-selection for now.
The endgame materials are also the only ones where you need to make sure not to overproduce them because resources are limited. I've avoided that for all crafting before that point, but it makes sense now since you unlock a lot more resources at mining nodes at the same time.
Now there is a production chain that goes through all the crafting buildings and tries to push the gameplay a little more, like the mixer recipe taking a really long time so it's much more punishing having to restart it and lose the crafting bonus.
I added six more materials to fill out the endgame. Before, you only had to collect like 300 of each basic refined material to build a rocket component after you unlocked it, which basically meant you could just... wait and not do anything.
Full Length. The things you find out about each other!
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I made all the recipes 4x slower, so you have to build more stuff, which made the game more fun.
If a recipe takes a long time to complete, it basically tells you to go away and do something else. If it's too fast, you might be tempted to sit around bored waiting for it to finish.
I never showed off the concentrator because I couldn't really make it work design-wise. You would connect the buildings on the sides so they would shoot particles at it, which made the processing cheaper and faster, but it was just too awkward and not very interesting.
I added a new building and removed three.
The bomb factory now handles both higher tiers of explosives instead of being split between it and the chemical refiner.
Accelerator and concentrator have been replaced with the mixer, which processes recipes faster if it can keep running uninterrupted.
Extended Parking!
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It was a break that I copied and pasted when I added splitter interaction for the stash.
I'm exiting the ECS query for buildings early somewhere, so the tree farm UI never gets set to active for that frame. How weird.
I think it's because closest building is determined by the center of the building sprite, the tree farm is really tall, and for some reason the stash is considered closer when it finishes its timer.
Currently hunting a really strange bug where a stash transporting an item makes the UI of the tree farm disappear for one frame.
Extended Parking!
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subscribestar.adult/posts/2377702
The building code is like 2k lines and seems expensive, but 99% of the time it's just incrementing the processing timer for each building and checking if that's done.
I sometimes worry if gameplay code like simulating buildings and projectiles is too expensive, but then I look at the profiler and it's barely visible even in a mature save compared to just drawing the game.
is this anything
People probably heard about the MrBeast ad progress bar that starts off fast, but gets slower towards the end, so people don't skip the ad.
I did the opposite for manual crafting, where the progress bar started off slow and got faster over time. This feels really bad!
The early game started to feel a bit tedious before you got to the fun part, so this should help a lot.