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Carmot gamedev account

Joined April 2019
Photo by Explodjinn (@Explodjinn)Photo by Explodjinn (@Explodjinn)Photo by Explodjinn (@Explodjinn)Photo by Explodjinn (@Explodjinn)Photo by Explodjinn (@Explodjinn)Photo by Explodjinn (@Explodjinn)Photo by Explodjinn (@Explodjinn)Photo by Explodjinn (@Explodjinn)Photo by Explodjinn (@Explodjinn)Photo by Explodjinn (@Explodjinn)
More of a stress test this time -- sometimes I need to talk myself out of trying to optimize too early. This clip is practically the antithesis of video compression, so apologies for that! #screenshotsaturday #gamedev #indiedev #indiegame
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Sulfur-type homunculi have strong wills, sufficient to direct the everlasting alchemical energy of the Carmot used in their creation. They'll help you cast spells and fight! #screenshotsaturday #gamedev #indiedev #indiegame
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ゲーミングレフィーエ #グラブル #pixelart #ドット絵
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I tried doing a less cartoony effect. That parallax shader on the cracks are still a work in progress, but it works on this angle at least. I can show more details of that shader on other gifs later :) #VFX #RealtimeVFX #MadeWithUnity #Unity3D #shaders
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Not all homunculi are hostile little rage-orbs that want to cut you. Some are friendly lab helpers you create! They're split in Salt, Sulfur, and Mercury type. Mercury types are clever, and can manipulate items in the lab! #indiedevhour #wipwednesday #gamedev #indiedev
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The Crucible UI still needs graphics/animations to make it feel like a melt-and-cast process, but I'm excited to have the first lab 'machine' with a route back to rings. Soon, simple rods of Carmot-based material will be our first weapons! #screenshotsaturday #indiedev #gamedev
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A little Carmot can sustain an Everburning Fire, which consumes items (and their stats) to grow in power. These new red chunks represent raw item potential: use them as fuel, or as the basis for crafting powerful gear! #screenshotsaturday #gamedev #pixelart #indiedev #gamemaker
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With combat improving and readiness for sudden bursts of income handled, it's back to the (actual, in-game) lab for some 'incremental' goodies (like a route to passive income) and to really flesh out the loot > breakdown > craft-up loop! #screenshotsaturday #gamedev #indiedev
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Explodjinn retweeted
Evening Forecast youtu.be/CyXBr5CS9HY
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NPC's just vibin' in the Clinic waiting room. #shelflifegame #lowpoly #pixelart #gamedev
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A Link Between Worlds #madewithunity #gamedev
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Getting some more work done on enemy deaths ...Too soon? #screenshotsaturday #gamedev #indiedev #pixelart #gamemaker
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Humble start, but Carmot finally has a self-contained combat loop (if you choose to equip one)! Lots of love still needed for the UI and background, but the path to improvement is clearer than ever! #screenshotsaturday #gamedev #indiedev #gamemaker
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It's time for an equippable encounter that will actually defend itself! I'm thinking this will splinter off into the little single-unit enemy homunculi as it's damaged. Should I give it an attack of its own, too? #gamedev #indiedev #indiegames #wipwednesday
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What a week! With all that tech debt cleared, I got a lot done with the money display, new spells, and getting enemies setup for knockback! In addition, I was abl-- oh no hahah Hahahahaha #gamedev #indiedev #screenshotsaturday
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Some experiments with wealth display. Hopefully, this approach helps you feel a few things: Big production boosts, gain/spending vs the most you've ever held, upcoming unlocks, and a better sense of the -illions when the numbers get huge! #gamedev #indiegamedev #wipwednesday
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I may be overestimating how spicy this is because it required cleaning up a LOT of code, but the game is now okay with you placing/attacking/looting more than one of these things (even different types) at a time and it has me pretty hyped #gamedev #indiedev #gamemaker #pixelart
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I'm probably not keeping the "?" bubble look the drops have in flight, but I wanted to go back and add some staple loot-splosion elements like showing the 'rarity' color and light pillars (those are next up!) #screenshotsaturday #gamedev #indiedev #gamemaker
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Yay, progress! Items can be attuned within placed objects, so 'Attackable' items (what you beat up for loot) can finally be moved around! The look of 'money' + pickup has been improved! And, at last, some UI hookups for progression. #screenshotsaturday #gamedev #indiedev #gms2
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