Jessica Mak (@mango_lychee) header
Jessica Mak (@mango_lychee) profile picture

everyday shooter | sound shapes | https://xitter.gq/t.co/7Uu6nDASwN | https://xitter.gq/t.co/YC8crgXp3J | https://xitter.gq/t.co/i69LoK50mH | https://xitter.gq/t.co/XvElTf49PC

Toronto
Joined December 2008
Photo by Jessica Mak (@mango_lychee)Photo by Jessica Mak (@mango_lychee)Photo by Jessica Mak (@mango_lychee)Photo by Jessica Mak (@mango_lychee)Photo by Jessica Mak (@mango_lychee)Photo by Jessica Mak (@mango_lychee)Photo by Jessica Mak (@mango_lychee)Photo by Jessica Mak (@mango_lychee)Photo by Jessica Mak (@mango_lychee)Photo by Jessica Mak (@mango_lychee)
I made this! All visuals procedurally generated in realtime with shaders. No models or textures. Synced to music I wrote. Enjoy!
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disco laser isn't crazy enough right?? (unmute, it's synced to music!)
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i was supposed to make a disco ball🧐
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pretty stoked on these stairs... no seriously lol
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a section from my game that feels a little too much like my life rn
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*tap* *tap* Is this mic still on? Still working on the same game. Here's some EARTH-SHATTERING, BONE-CRUSHING ... rocks ... :)
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Been awhile since I’ve posted, but I’m still working on the game. Made these starry lake reflections 😊💫 I’m posting on Threads now. I’m crispybaconfat
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Game within a game 🕹️
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🙏
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Twisty code sketch. I couldn't figure out a good colouring, but doing the swirly swirly was fun :) 🍭
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Been slowly adding to that code sketch I posted a couple weeks ago. I think I figured out a place to put it in the game!
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I was adding to it during my code warm-ups, but I noticed any time I work on the same sketch for more than one day, I don't feel as warmed up or as motivated.
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I think a key to warm-ups is to always start something new. That way there's nothing at stake and the outcome doesn't matter. Also, it lets me try something completely new, which is motivating!
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Added this magnifying effect for when the player falls in pits.
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With the magnify effect, the player is always lined up to where you expect them to be. But this causes new problems where falling far from the vanishing point can look weird. Not sure what to do about that.
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All these problems could be avoided if I just moved the camera when the player falls, but for reasons I want to keep it the camera stationary. Maybe rendering this section in ortho view (no vanishing point) could've been a solution, but it'd look way different.
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I've been poking at this code sketch for the past few days for my daily code warm up. It's not part of the game, but I kinda wish it is.
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Game's progressing, but slowly. Adding pits was the missing piece in these areas. It gels everything together. Before it felt like eating a sandwich with no bread, pizza with no dough, sweet and sour pork with no rice. The pits are the rice.
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You can have all the toppings and dishes you want, but without the bread/dough/rice, it feels messy.
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Been messing around with this code sketch as a warm-up for the last few days.
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Also figured out something to get my heelflips more consistent, but now they’re all rocketed 😭😭
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Sequencing rooms in the game is going good. I'm thinking a lot about dynamics in songs, the highs and lows, and maybe how that relates to level sequencing. I want to get out of the introduce-new-thing -> levels -> introduce-new-thing -> levels cycle, which I find bland.
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