#dev logs
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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! 🍡
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...
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)
That's all, have a nice day/night and happy coding! 🖤
#xc: project logs#sugary scribbles project#codeblr#coding#programming#progblr#studying#studyblr#dev logs#comp sci#computer science#programmer#devlogs#html css#javascript#tech#cute#adorable
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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:
And on mobile:
Landscape mode is recommended but it looks fine either way.
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I was gonna hold off on sharing them, but I it's been a while since my last devlog so I wanted to show some progress for Ch.2 and even beyond. Really thinking about making these into stickers for my water bottle tbh...
Actual devlog under the cut!
I'm working on NPCs you can speak to in point and click sections, backgrounds, and plugging in the draft for Ch.2 from the novel. I'm starting with the neighbors since they're faster to get done. These are just two of the many neighbors you'll be speaking to as Luana romps around the city-one is a (salt)water spirit, the other is a sylph modeled after a honeycreeper.
Neighbors use mimicry as a back-up defense for when the veil/their glamour fails them. That way, even if a mortal can pierce the veil/their glamour, they can pass for a normal animal if they sit still enough or pose a specific way. Neighbors are actually a vital part of ecosystems, acting as pollinators and even water purifiers, so they're almost like animals in that way anyway.
Oh yeah, and the veil mechanic works. Yay! I'd love to show it off, but the gif is too big.
#sidhedust art#dev logs#illustration#sylph#undine#<- technically it isn't one but its close enough lol#going for a classic elements theme with the first few spirits I draw to keep it simple. so I don't burn out as easily
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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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Painting.
Painting is based off of a point system. At the start of your turn, you get any number of points. These points represent the ink in your ink tank. Points reset every round. The amount of points available to you are based on the ink efficiency of your weapon.
You can spend your points on three different actions, inks turf.
Painting, counts as part of your action, DOES ink turf.
Attacking, counts as part of your action, does NOT ink turf.
Sub weapon, bonus action available to you once per round, does damage and paints.
Amount of tiles you paint per point used depends on the power of your weapon.
Some weapon types can only paint in certain shapes (chargers, splatanas, rollers, brushes.) but ink more spaces per point used.
Splatting an enemy will produce an explosion that inks in a 2 tile radius and damages nearby enemies.
#Splattrpg#dev logs#small update to this. I just realized I put a typo that says painting doesn’t ink turf 💀#I may be stupid
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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
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:
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.
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.
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:
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:
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:
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:
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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Let’s talk about evidence locker
Ventriculus: dev log 1
Evidence Locker was a game concept I created in late 2022, and made a concept demo for in mid 2023. Since the concept demo, I have seemingly been completely silent on the games development but this couldn’t be further from the truth! In fact, the game has completely evolved and turned into something I’m amazingly passionate about.
At first it was a horror dating sim with some mystery named Evidence Locker, but now it is a survival horror named Ventriculus.
I have been writing and editing and writing some more for two years now, and I still do not see the light at the end of the tunnel. Once the story is done, I will begin creating the art, once the art is done, I will begin coding. And then the game will be released! Exciting right?
I am so grateful to those who have played the concept demo, reblogged my work, and reviewed it on itch.io. The demo is kinda embarrassing to look at now because I’ve improved so so much, and I cannot wait to share it all with you. Thank you!
Adem
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Update
Mansion added to [land]
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Made a Google clone
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.
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
#xc: project logs#codeblr#coding#programming#progblr#studying#studyblr#dev logs#comp sci#computer science#programmer#html css#html#css#devlogs#cloning projects
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I'M SO PROUD OF THE TROLLIAN WORKSKIN!! Now I have to get the Pesterchum 6.0 CSS working.
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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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.
#dev logs#sidhedust art#starting in ch.2 after the first scene of the chapter you can start moving Luana around on your own#and from there you can go in and out of the veil to chat with humans or spirits!
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DUDE I JUST PLAYED THROUGH THE GAME, WHY IS IT SO SADDDD😭😭😭
and why is he hot
Starling went through quite a few redesigns through the entire development process so let me talk about it a bit :3
It all started with this notes app drawing I made with my finger
Right from the start we knew his tail would be made out of tongues but figuring out how many and placed how was quite hard, I really had to girlmath my way thru
This was the first actual drawing I made of him. The story wasn't complete yet but I went ahead and designed something anyway. Here he was definitely "scarier" and his scar was also placed differently. He had gills on his neck but as you will see I changed their location to under his arms later on. We were actually considering not giving him a tongue of his own so I wanted to make his mouth terrifyingly big and empty.
Here I tried giving him bigger eyes like a fish. This was when his playful and childlike personality had started shaping as you can see from the expressions. I definitely liked this direction better but it also wasn't perfect just yet so I went ahead and did a few more changes
I slowed down on trying to figure out his design a bit after that and instead focused on how his sprite would look. He is a merman after all, he can't just stand straight like a lot of the other visual novel characters. This stage was PAINFUL.
These were the first ones I sketched, we ended up deciding we liked the 3rd one the best.
I carried that 3rd one over to another canvas and started playing around with how we could place his tail, we started entertaining the idea of having him sit on a big rock
This is when his pose really shaped up. The animated Little Mermaid movie was actually a big inspiration, I sat and rewatched the entire movie and studied how they animated her tail
And after that I finally finalized his design. We decided to change the end of his tail to be more eel like for aesthetic purposes (normal tail shape looked weird with tongues)
And for anyone wondering this is what Maelyn looked like at first. Since the story wasn't complete yet I thought it'd take place in a more modern setting and designed her with that in mind but we decided to have the story take place in 1800s so I changed the design based on that. I did a lot of research on glasses and corsets to make the design as accurate as I could.
Yes glasses! We didn't use the sprites in the main story but Maelyn does wear glasses and looks very pretty in them if you ask me. You will be seeing more of it in the bonus episodes!
#asks#hold your tongues#Starling#Maelyn#yandere merman#merman#gamedev#game developers#game log#development log#indie game dev#indie game#indie vn#indie visual novel#yandere visual novel#yandere vn#indie yandere vn#vn#visual novel#indie yandere#artists on tumblr#digital art#male yandere#yandere#yandere monster#sketch#illustration#sprite#visual novel sprite#visual novel characters
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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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Oh No
PLEASE STOP SCROLLING
I am in Huge Danger. I can't afford ANYTHING. I'm sorry I keep making posts like this I thought I was fine this time and apparently I'm very fucked.
I'm a transmasc disabled autistic person and I am in need of serious help.
P*yp*l
Kofi
DM me for other payment options.
If you want commission info, also DM me I'm very desperate and flexible. SFW and otherwise.
Even if you can't donate, reblog!! Anything helps!
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