#Texturepacker key generator
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Texturepacker key generator

#Texturepacker key generator generator
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#Texturepacker key generator plus
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#Texturepacker key generator generator
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Sakura clicker cheat engine windows 10

#SAKURA CLICKER CHEAT ENGINE WINDOWS 10 HOW TO#
#SAKURA CLICKER CHEAT ENGINE WINDOWS 10 MOD#
#SAKURA CLICKER CHEAT ENGINE WINDOWS 10 MODS#
#SAKURA CLICKER CHEAT ENGINE WINDOWS 10 HOW TO#
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#SAKURA CLICKER CHEAT ENGINE WINDOWS 10 MODS#
sony rx10 v Tags FYT Auto Clicker Gorilla Tag Best Mods Texturepacks. Game Dev Tycoon Money Cheat So Ive changed the save game file so it gives you 5700000000000000. Rename the originaI Sakura Clicker tó Sakura Clicker Báckup if you wánt to backup yóu data. freeload roblox undetected cheat engine Not working/broken Games Gorilla. Locate your Steam games folder (most likely C:Program Files (x86)SteamSteamAppscommonSakura Clicker) or by right clicking on Sakura Clicker in your Steam library Properties Local files Browse local files.Ĭlick Extract hére (this will créate a new foIder named Sakura CIicker) 5. My favorite numbér to usé is 9,999,999, since most games will make sure you cant hack over a certain number this lets you get the max hack-able easily.īy continuing tó use this sité, you are consénting to our usé of cookies.
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LD39 - Thunderbolt and lightning: Extreme blackout family survival simulator! a pre-mortem?
First things first, the non-submission link: TnL @ Ldjam.com
I'm currently on a train back to my hometown and I should be taking the opportunity to get some rest. Instead I'm reflecting on the weekend.
This is the fist edition that I don't get to submit. Maybe the second if I count LD30, when I had to quit pretty soon after my router broke down following, interestingly enough, a storm. I couldn't bend what i had into a submission-worthy entry, and in the end I just decided to publish the entry as “Unfinished” so it doesn't feel like wasted time (Great new feature, by the way!). I'm a bit frustrated, and immensely tired, but at the same time I feel proud of the game.
The game
Thunderbolt and lightning: extreme blackout family survival simulator! (I’ll use the shortened forms TnL or just the more common Thunderbolt and lightning) puts you in charge of a household experiencing a prolonged power outage with a limited amount of supplies and the help of a backup power generator. Your goal is to keep track of the family members' needs so they won't suffer a mental breakdown...or worse.
You can take a look at it here: Thunderbolt and Lightning @ Itch.io
Tools and credits:
Unity and VS2017. Aside from some time to tweak the rain drops particle system, I didn't find any significant issues.
Draw.io for the floor plan.
Inkscape + Photoshop for graphics.
TexturePacker to build atlases, and for the first time I used Codeandweb's own Unity exporter plugin to save me some time from cutting the sprites manually.
myNoise’s thunder sound generator + Labchirp. Audacity for tweaks.
Credits-wise, I used Mike Koenig’s Thunder Strike 1 once in jam mode, for the occasional lightnin effect.
What went right:
The mood, I think (vfx + audio)
The art style, even if it was rough and the techniques inconsistent.
Having the game level out relatively soon. It gives you some focus in terms of how characters can interact on it, and also give.
Work throughput. The extra day probably played a part here, for sure.
This is debatable, but not giving up. Even as it became apparent that the progress wasn't enough and I had no backup submission plan as in past occasions, I refused to throw the towel (I did consider that over Monday afternoon, though), and kept pushing forward.
What went wrong:
SCOPE. This was a consequence of two other huge interdependent mistakes, because of which I vastly underestimated the amount of work required and also, how would the elements interact to create an emergent and fun experience:
I neglected a key intermediate design abstraction layer between the core idea and some more specific requirements, or how systems would interact together, and how all of that should reinforce the player experience.
Because of this I didn't really have a decent planning. I kept a Trello board, but was basically adding and removing new tasks to it as I went.
No backup plan for the deadlines. During the second day my progression hinted to miss the compo limit. Back then I should have stopped for a while, taken a look at the project's status and make some compromises or changes so that, even if I wouldn't be in time for compo, I'd definitely have a concrete, manageable goal for the jam. I didn't. I just naively assumed that by continuing work I would just make it somehow.
Crappy art pipeline / asset conditioning process.
Going solo for the compo can be hard, but once you take part into a couple of entries it is manageable. Likewise, solo-ing for the jam can reduce the time pressure and give you some buffer to get some proper rest and take care of yourself if you plan beforehand. As for myself, I just used the jam mode as an extension of the deadline and kept crunching for almost the whole day (with the predictable result of exhaustion).
Lessons learned
Don't just become enamoured with the idea, a bunch of secondary ideas and incorrectly assume that it all constitutes a proper design. I hope this time was an exception compared to more recent entries where I had a more down-to-earth vision.
Specially don't assume that it also works as a task list. Prepare properly.
Even then, try to reduce scope even further.
The plan should clearly state the main steps for a potential submission candidate, and some risk assessment points to determine if changes/cuts are required. At any of those points prepare a plan B.
This has been repeating for a while on my previous postmortems, but I need to practice art.
I still want to take the project to a state I would have deemed decent enough to submit last Sunday or yesterday, but first I need to take a clear look at it.
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