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Daily* Devlogs

These are my semi-regular updates about the progress with my projects and just general life thoughts.

  1. Started by Oafkad,

    So I'm realizing today that I need to make the primary state machine of our system a system that exists outside of the primary scenes. It hit me like a ton of bricks when I was clicking on one of my main menu buttons and...nothing was happening. Well shoot, I thought, that's definitely unexpected! I've been using this system for years, how could it be failing now? Well, when a tree falls in the wood and nobody has registered a listener, does it raise an event? The answer, at least in my system, is no. This isn't an insurmountable problem. What I can do tomorrow is create a class that I add to my fresh scenes, this will check to see if we've instantiated the state m…

    • 0 replies
    • 3.5k views
  2. Welp, you can officially click new game, pick a name, a birthday, and then move into the main game proper. This is great but it does raise a few things that I need to overhaul. The first is our saving and loading system. Currently it is using interfaces in a way that should literally be impossible in C#, how I got it to work I'm uncertain. But it is impossible to breakpoint which is very annoying. This week we will update the saving and loading such that it is done properly and can be properly breakpointed. This will be very helpful and part of this will be creating checks for whether or not the loading data exists. You might be saying "Uh...how do you load at the …

    • 0 replies
    • 3.5k views
  3. Started by Oafkad,

    I think going forward on these updates I'm going to split them into two sections. Think of it like a mullet, we'll have business in the front, for anyone that only cares about that, and personal in the back where its just the things going on in my life. If you don't care about one side, don't read it, and if you don't care about either side then you've just saved yourself some time! The Front It took a strange amount of heavy thinking but I've managed to update the save system to be a lot cleaner! Now we have the concept of a UtilitySaveData class, utilities are classes that are neither SOs or Monobehaviors and will handle various needs of other classes. This is…

    • 0 replies
    • 3.5k views
  4. The Front Today was a pretty slow day to get started. But once I got rolling it felt like a lot of things were coming together. Each new game that I start is saved in a separate slot. I've somewhat arbitrarily only given you 10,000 to work with. This may eventually change to just be however many your PC can manage. Just keep in mind that the UI I'll be designing might not be the most convenient when you've got far too many games running. Realistically I would think most people will only have one given all the collectibles and progress folks will have access to. I've also updated the artifact system so that my serialization updates from yesterday...or two days ag…

    • 0 replies
    • 4.5k views
  5. Started by Oafkad,

    I forget if I mentioned this in my last update but I've finally got the project in Unity 6. This is my last planned update for the game engine. At this point I have everything I want and really any further updates are just me looking for excuses to delay work. As of today I've got a few weeks off from work and I want to make the most of it. The biggest challenge with these large delays is that you have to piece together where you were prior. I'm noticing that a past incarnation of me put together a system for finding a "valid" random point for the Moosecats. I don't think it was the best choice as designed. But it will get us to where we need to be. I just needed to …

    • 0 replies
    • 3.4k views
  6. Started by Oafkad,

    I've been battling with the dialogue system for a while here. I have repeatedly overthought the problem. So, thinking I need one less headache I bought a dialogue package off the store. I used it for a bit and realized it had way more than I'll ever need or want to use. I'm trying to enjoy myself developing and don't want to spend a bunch of time learning someone else's system. I'm sure it is great, I'm not going to spend this update complaining about it. Instead I want to talk about what I've got setup so far! We now have a dialogue system that can handle branching narratives. It also supports conditions for displaying information with a fallback message. So if you …

    • 0 replies
    • 4k views
  7. Started by Oafkad,

    Alright! You might not know, I forget if I mentioned it, but I've slightly pivoted for a few weeks. I was using the RP Hypertrophy app and my subscription ran out. To my great surprise I tried to get in to see what my prior workouts had been and I was completely locked out. I was pretty livid and naturally this spurned me on to create my own fitness app. The purposes of this first post, before I create a section for this is to discuss where we sit so far. Base Data laid down for 277 exercises. Exercises are broken up into their primary and secondary muscle groups. You can quickly filter and find the ones you want to do. The IO structure, I believe, is compl…

    • 0 replies
    • 3.3k views
  8. When we think about a workout plan we've got two different sets of information that are carrying alongside one another at the same time. The first is the immutable data of the plan itself. A plan, as noted prior, will have a series of workouts, those workouts will contain exercises, those exercises will contain sets, and those sets will contain metrics. But here's the thing, for most of these steps we have user configurable data that wouldn't be immutable. A workout plan has a custom name. The workouts consist of exercises yes, but each of those exercises will have metrics saved when the user completes them. We need this because without data tracking we'll s…

    • 0 replies
    • 5.5k views

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