Anıl Demir (@dmranil) 's Twitter Profile
Anıl Demir

@dmranil

I do art and develop games.
Worked on Graven, Phantom Fury, Tostchu, and Tempest Rising.
anldmr.com
instagram.com/anildemir_art

ID: 328191068

linkhttps://linktr.ee/anldmr calendar_today02-07-2011 22:27:36

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Fixed 4 bugs today related to burger not conveying on conveyor tiles, sticky tiles duping ingredients, and player input not being re-enabled.

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Due to high number of bugs popping up regarding passing ingredients between tiles I'm working on a payload system. Time to genericize.

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There is a bit of truth to this. I first-hand experienced being frustrated with 3D platformer jump feel until I added a jump animation. After tweaking values for a while and it wasn't fun to jump around, the animation just magically fixed it.

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I'm really happy that this whole thing works at all but the bugs are not over yet. The combinations of pushing, conveying, and shifting things are simply too many.

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Have been procrastinating on this for a while with other tasks but finally started sketching the final design of the main menu. The background will also be used in the levels. I'm also considering a fluffy shader for the clouds.

Have been procrastinating on this for a while with other tasks but finally started sketching the final design of the main menu. The background will also be used in the levels. I'm also considering a fluffy shader for the clouds.
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Did a 2025 recap of all I have done during the year and my resolutions are: - draw and paint more, gotta beat 2025 - go with solo projects and keep involvements in team projects to minimum - release at least two small games this year - keep exercising, take breaks from sitting

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One of the biggest mistakes I made in the architecture of my code was to depend on visuals (DOTween sequences) for my execution order. This made it very difficult to navigate through the order of things happening and therefore implementing something like Undo or Input Queueing.