Archives for flstudio

BOSS IT DEV DIARY 00009 – TMPPRO | UI | ANIMATIONS SCORING | Not using UI Tools in this project.

Spent most of the day Animating Scores, making it work with the UI and Layers. I did install UI Tools way back during remaking Webster, but my game code relies heavily on layers and already working with Unity UI elements as is, so i decided not to use UI Tools at this stage.

The Leaching mechanic for Stamina was fixed and visually represented. Fly Freak Mode also more obvious and score doubles. UI and elements and game objects are all all layered correctly.

I didn’t record all my work today. Half my work was cut from the video due to time contraints and i was just on a mission to get it done.

//TODO: Feed Small Stamina to player on Fly Traped also, so player has no excuse not to have stamina.
//TODO: Repeat this process for Health possibly unify Script for UI handling

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BOSS IT DEV DIARY 00008 – How I made music for my Game in FLSTUDIO & import to Unity – Workflow Hack

My process for making not fantastic music in less than 1hr

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BOSS IT DEV DIARY 00006 – GUI/Ambient Audio | FLStudio | StaminaBar | GetComponents | Commit to Git

I Let Youtube remove music and it made a mess of the audio.
Worked on AudioManager for GUI and Created Ambience Mixer
Created Score Points Tone in FLStudio
Got Stamina Bar working, Feeds player when Fly killed and drains when player runs
Troubleshooted UI issues for Points and Scoring, trying to find where audioclip is being played from. was on the Fly. (Not ideal)
Fix GetComponents on legs getting more than leg animators
Adjusted Fangs animations
Commit to GitHub
Created a Build that works well.

BOSSIT DEV DIARY 00005 -Scriptable Objects? Lightening+Thunder – Timelapse Development of Webster

“Webster’s Development Journey: From GoDot Back to Unity”

BOSSIT DEV DIARY 00004 – Adding Health Bar – Making Mistakes – Timelapse Development of Webster

Dev Diary 00003 – From GoDot Back to Unity

“Webster’s Development Journey: From GoDot Back to Unity”

After two years of trying to move Webster to GoDot, we decided to return to Unity, sticking with what we know best. This decision has been a major turning point for the project. With the introduction of AI tools, our development has accelerated like never before. Our creative and programming potential has reached new heights, and every day brings exciting new challenges. Plus, we’re composing all our own music and sound where possible, further personalizing the experience.

We’ve completely remade Webster, and in this video, you’ll see the stark difference: before AI, with just 0.5 years of experience, versus after AI, with two solid years of growth and learning. The improvements are incredible.

The goal is to publish Webster, and whether it succeeds or not isn’t the point—this journey has been all about persistence and passion. Success doesn’t happen overnight, and it’s that drive that keeps us moving forward.

This video shows a glimpse of Webster before (Unity 2022 and prior) and after (2024+), showcasing just how far we’ve come.