Posted on by admin in Programming | Comments Off on BOSS IT DEV DIARY 00007 – How I Create 2D Enemies using AI and Gimp with Unity3D – Workflow Hack
My process for making 2D Characters that requires NO Art skills.
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Posted on by admin in Programming | Comments Off on 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.
Posted on by admin in Gaming, Programming | Comments Off on 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.