XaiJu
Sasquatch B Studios

Sasquatch B Studios

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Sasquatch B Studios posts

(Github Repo) ULTIMATE Platformer Part 4 repo now up!!

Hey guys,

I can't stop. I'm obsessed. It's a problem. I didn't really plan on diving SO deep into improving my platformer controls, but one thing keeps leading to another. Anyways, the github repo with the YT version AND state machine version is now live on github.

I have some pretty cool ideas for the future with this controller, but at the moment I'm just trying to focus on stability and reliability, as I'll be upgrading my Surgebound controller to using this once I'm finished.<...

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WELCOME ALL!

Hey guys!

First off. Welcome! And thank you, so SO much for your support! Without you guys, I would not be able to do the work I'm doing!

Now, if you are looking for ACCESS TO THE GITHUB:
1 - shoot me a message
2 - ensure you give me your github username or associated email account (I have to add you to the github organization manually, that's the only reason I need it.)

A quick note to those of you who joined BEFORE AUGUST 24, 2025 - ...

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SDF Image System

Hey all!
This system is now LIVE on gjithub to those at the appropriate tier!
The repo name is:


TUT-SDFImage-System

This is, by far, the MOST feature rich and comprehensive system I've ever built. There is a good chance I'll end up posting this to the unity asset store in the future if I can ever perfect it and get the time to write up proper guides etc.

This is probably the first time I've uploaded a project that isn't immediately obvious in term...

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New github invitations to you all

Hey all, just in case you missed my last post, just writing this to let you know that I lost my old github account, but a new one has been setup with all the same source code, and you have ALL been sent an invite to get access to the source code again.

Let me know if you have any questions, (the invitations expire after a week, so if you don't manage to accept in time let me know and I'll send another!)

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Attention ALL - Problems with Github.....

Hey all!

Unfortunately I lost access to my github account through a combination of me being a little dumb, but also just some bad luck.
After researching and looking through their support, turns out my account in unrecoverable and is lost forever.

HOWEVER!

I had every project backed up on an external hard drive luckily. I just finished creating my new account/organization and uploading all the repos to it. (Things will be in a different order than before since I used CLI...

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Branching Dialogue using GRAPH TOOLKIT (repo)

Hey guys!

Ahead of tomorrow's tutorial, here is the repo that goes along with it.

In short, this utilizes the brand new Graph Toolkit (for unity 6.2) to create a branching dialogue system that you can hook up completely with graphs, which is a really nice way to do it i must say!

The name for this repo is: TUT-Graph-Branching-Dialogue

I hope you guys enjoy!

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Surgebound.....SMOKE

Hey guys!

The last month of surgebound dev has been mostly focused on bug fixing, and making myself a few tools to make development easier overall.

There were two REALLY difficult-to-find bugs hiding in my player controller that screwed up gravity in super rare occasions that I believe I've fixed. Glad that nightmare is over!

But in the spirit of at least having SOMETHING visually different to show, I integrated my smoke emitter tool into the game! This tool is available t...

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2D Decal Project now on Github

Hey guys!
So the expanded 2D Decal project is now availabe on github, called TUT-2D-Decals

A few things to note about the project:
- the sound manager and my custom smoke emitter (coming out of the tip of the gun) are both utilizing an object pool system.
- the 2D decals require a Texture 2D Array asset, which I've made very simple with the spriteSheet creator t...

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Dynamic Smoke Emitter now on Github!

Hey guys, so this has been a JOURNEY.
First...I took the smoke emitter from my last youtube video, and moved it to the JOBS system. Then, improved the solver from linear to a Red-Black-Gauss-Seidel model. THEN, I changed that again to a multigrid pre-conditioned solver.
I have never created something that was so frustrating/rewarding before.
This is going right into Surgebound, and if you guys think it's cool feel free to use it in your projects as well! (The github page has instruc...

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Surgebound Updates

Hey all!
There will be a proper devlog for Surgebound coming soon, but for now, enjoy this little teaser!

There's been LOTS of changes, big and small:

  • ALL the levels have been reworked/adjusted. Hopefully they should now both TEACH you how to play, but also feel less like just plain tutorial levels like before and be more fun/provide a proper challenge.

  • You can now CHARGE the surge (which means if you charge off a projectile, it does more damage, if you ...

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BONUS REPO - Multiple Shockwave Distortions via One Pass (ie it's efficient af)

Doesn't look like much but it's been a headscratcher for me with Surgebound.

I wanted an efficient way to handle multiple shockwave distortion effects in one pass.

FINALLY got it working!

It requires an array of properties, so no shadergraph unfortunately as that's not possible yet, but all the shockwaves are rendered in one pass via one full screen shader, and each shockwave is controlled via a compute buffer to keep them efficient.

It's also compatible with Un...

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MASTER SHADER Update for all of you!

Hey guys, I think you might like this one!
I just updated the repo: "TUT-10-2D-Shaders-Master-Shader" with a BUNCH of new updates.

1 - before, I didn't realize it until getting deep into dev on Surgebound, but a lot of the colors, especially HDR colors didn't stack well together and resulted in unexpected end results. I've gone through each effect thoroughly and corrected every issue I found.

2 - NEW EFFECTS -
A - first, there's just simple tiling, offset, alpha and color...

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ULTIMATE Generic Object Pooling System

Hey guys!

I know I know...I've made a few object pooling tutorials in the past. This one has been refined over the years though, and it's literally the FIRST thing i import into every single one of my projects, whether that be a game jam or a commercial game.

The reason it's so great is because it's built to mimic Instantiate.
You pass in the same parameters (GameObject objectToSpawn, Vector3 spawnPos, Quaternion rotation) OR (GameObject objectToSpawn, Transform parent, Quater...

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Surgebound progress

Progress!

It's feeling slightly less rough by the day. Getting quite fun to play now!

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Looking for LOTS of PLAYTESTERS

Hey guys!!
I'm hoping for as many people as possible to playtest the current build of our current project: Surgebound.

I have a trailer up on Steam if you want to check it out to see if it's your type of game:
https://store.steampowered.com/app/3489880/Surgebound/

It's a pretty tough platformer that requires high precision. And while it's fully supported on KB+Mouse, I'd recommen...

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EARLY ACCESS: Cropolution Postmortem

Hey everyone! Happy Easter weekend!🐰

We just finished our postmortem video for Cropolution, and we wanted to share it with you all first before it goes public on YouTube this Tuesday.

This one’s a bit different—It’s just us, being real and reflecting on the experience of launching our first game on Steam. We talk about what went well, what didn’t, what we learned, and how we’re feeling now that the dust has settled.

Thank you so much for being here and ...

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Custom Rope Physics Repo now available!

Hey guys!
Just finished my tutorial for later this week, but there's quite a few EXTRA goodies for you guys to play around with/have fun with!

This video is a tiny little showcase of some of the things you can do with custom rope physics built using Verlet Integration. (I'm particularly fond of the grapple mechanic. In the past for grapples I've always faked the rope using an animation curve, however this time it's physically accurate!)

Enjoy!

P.S. The repo is called "TUT...

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We'd love to make more content that you want to see!

If you have suggestions for upcoming tutorials, let us know in the comments.

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What I've been up to the last few weeks

Hey guys!

Recently I took part in a super fun gamedev challenge (I'll post the link once the video drops) - but I had such a blast doing it and fell in love with the project I was working on so much that I've decided to work on it for a few months, similar to Cropolution (which will continue to get some patches and content updates for the next few months as well.)

This rough trailer shows the gameplay. I'd love to know your throughts!
For those on the applicable tier, I'll send...

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Custom Screen Fade Transition Project Available on Github

Hey guys!

Just got this new project up on github for you all!

It's an extension of the video that just dropped at https://youtu.be/4gmrA-YqN2w
I got a little tired of just plain black screen transitions in all my games, so decided to make a shader I can use in all my projects.

Quick tip: You can export the Shader as a Package by right clicking and selecting 'Export Package' - which will make it SUPER eas...

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Level Select repo now up on github

Hey guys!

This project was a bit of a beast, so hope you all enjoy it!

This will procedurally create a level select screen (kinda super meat boy style) with a nice layout, but you guys get the special version that isn't on Youtube that allows you to create optional levels that shoot off from the main path! So I hope you all enjoy!

To create optional/secret levels, simply add a levelData Scriptable object file to your areaData 'Levels' list, and select "Is Secret Level".....

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I have a secret.....

CROPOLUTION IS OUT ON STEAM!!!

Apologies for the weird energy. I'm quite sleep deprived. But it's out!! And i wanted to let you guys know first!
Even if you aren't interested or can't buy it, if you want to help support us on Steam then wishlisting it goes a long way as well, thanks so much to you all!

https://store.steampowered.com/app/3291660/Cropolution/

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Coding...

I don't exactly know when I became obsessed with using Events...but my scripts are FILLED with stuff like this now! I used to think they were dumb...guess I changed my mind?

Also, it's late...and i just felt like posting. Bye!

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Handle UI like a commercial game - Repo available

Hey all!

Recently added full controller support to Cropolution, and had some challenges with some of the UI screens in particular, so I created a system that was robust enough to handle sound, animations, and navigation with any control scheme.
It's pretty battle tested at this point, and was used for 100% of the UI in Cropolution.

Repo name is:
TUT-Handle-UI-like-a-commericial-game-2024

Hope you guys enjoy!

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Progress is happening!!

Been bug fixing on Cropolution all day long. this morning, there were only about 8 green cards, so all the bugs are getting fixed. Whew, today was a long one...Still a ways to go, but at least I got more than halfway through the list!

Cheers guys!

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Come Hangout & Chat!

Hey all!

We decided to bump the November hangout until December 3rd to accommodate anyone in the US celebrating Thanksgiving this week.

Hope you're all enjoying the Holiday!!

For anyone that's wondering, yes, we will definitely still do a December hangout near the end of the month - date TBD. 

See you Tuesday!

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Name Check for Cropolution Credits

Hey all!

We're getting super close to the release date and need to confirm names for the game credits.

If you are a Hall of Fame Supporter and are not on this list, or if your name is here but you would like it to appear differently in the credits, please let us know right away.

We want to make sure you all are included!

We will be finalizing our list on Sunday December 1st, so make sure you're happy with how your name appears before...

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Save and Load Github repo added!

Hey guys!

This tutorial took me longer to finish than usual, so it'll be coming out tomorrow.
But as a SPECIAL THANK YOU to you all, I've added a main menu with SAVE SLOTS to the project as well.

Features:
- 3 save slots (easily expandable)
- 'Load' button is greyed out when no save data is found
- You can delete save files from within the menu
- There's a little icon that shows how much money you've collected in the save slots

I left is (artistically speaki...

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Samurado Updates - Sept 2024

Samurado is going elemental!

Well, this started last month, but the work continues. You can now burn or freeze enemies. Burning does more DPS, however the freezing slows enemies down by quite a bit. I have quite a few more elemental attacks to add in so we'll be at this for a little while I expect!

Cheers guys!! And thank you all again so much, for your continued support!

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Tween project added to Github

hey guys! So my latest tutorial I went a bit overboard...didn't exactly mean to make it almost 30 minutes. Oh well! i learned a LOT from making this tutorial, I highly suggest you go check it out! Also, I've just posted my custom tween library to github from the video (but with some BIG performance enhancements, including tween pooling and type caching. )

If you want access to this repo, look for:
TUT-Tween

Cheers! and hope you enjoy!

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