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caroo

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Weekly Roundup 247 - Renamod Progress - Animating it pt2

Hi everyone!

This week was a really productive one focused on just purely animating the Renamod set.

1: What's New?

So as of right now I've animated 16/30 parts. So I ended up animating about 9 parts this week.

Each part takes on average about 3 hours to animate so this checks out!

Here's some examples. They're a bit artistically cropped to better comply with TOS on posts here, but the full versions are available on the 2025-10-24 14:07:46 +0000 UTC View Post

Weekly Roundup 246 - Renamod Progress - Animating it pt1

Hi everyone,

Been a productive week! Let's get into the progress on Renamod!

A note about the updated Unity Games and Animation Sets:

Two patrons did report that the some of the updated downloads come up as Malware from windows defender.

The reason for this was because the Unity Security patch for many of the games was to update their DLL file through a Unity supplied patcher. Which is what triggered the false positives. I've updated the Bindmancer bu...

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Weekly Roundup 245 - All Unity Projects Updated with Security Fix

Hi everyone!

Hope you've all been doing great.

All Games and Animation Packs Security Fix Updated

This post is a little bit of a short one. The main thing to get across is that I have gone and successfully updated every game and animation pack on this Patreon with the security patch that fixes a potential code exploit that was declared by Unity in September: https://unity.com/security/sept-2025-01<...

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Weekly Roundup 244 - Renamod Rigging First-Pass Done + Sample Animation

Hi Everyone!

Hope you've all been great.

Lots of work this week on getting all the art assets Rigged in Unity. Let's show off!

1: What's New?

Pretty much all of this week was taking the three large PSB (Photoshop Big) files and rigging them up in Unity.

It's a time consuming process because one has to create all the bones, name them sensibly and then connect them to the sprites you want to move along with that bone.

Here's an example of the body-layer of...

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Weekly Roundup 243 - Renamon Core Art Assets Done and in Unity!

Hi everyone!

It's been a productive two weeks! Let me show you some of the art I've been creating!

1: What's New?

The end of this week marks me having completed the core art assets of Renamon for the new Animation Pack and getting the PSB (Photoshop Big) files into Unity.

As with most animation packs I make I start off by making a copy of the Loona one as it has all the ...

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Weekly Roundup 242 - Renamon Art Progress - Reason for Delayed Roundup

Hi everyone!

My apologies for not posting for a while. I have been busy with working on this new animation pack but I'll get into why I haven't posted in the past two weeks.

But let's start with showing off some progress!

1: What's New?

Over the past two weeks, but mostly last week I've been working on further rendering of all the art assets needed for the art pack.

Here's an example of Renamon floating in the digital realm.

2025-09-08 10:37:51 +0000 UTC View Post

Weekly Roundup 241 - Art Asset Progress on Renamon Animation Pack

Hi everyone!

A short update in terms of stuff to discuss but there's plenty to show!

1: What's New?

Right now I'm deep in photoshop making all the components for the Animation Set. The examples below might look a bit simple at the moment but making these are very time intensive because to animate them I need to make them in multiple layers, rather than an image that can be flattened.

But here's some screenshots of stuff I got so far: (And to see the non-censo...

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Weekly Roundup 240 - Concepts for New Animation Pack - Renamod

Hi everyone!

Hope you had a great week. I took a week off the Bindmancer to brainstorm and come up with concepts for the next animation pack.

I haven't made one this year yet so my aspirations is to make an ambitious one.

Next week I'll be dedicating time to going back and bug fixing as much of the bindmancer as I can.

But let me show you what I've concepted for Renamod.

1: What's New?

So as of right now these concepts are aspirational and not re...

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New Build Released! - The Bindmancer - July 24th

Hi everyone!

I'm excited to announce that a new build of The Bindmancer is ready to download and enjoy!

This new build comes with the following updates:

  • Added the Grabber Enemy Type. This enemy can grab the Bindmancer to tease. Struggle to get free!

  • You can find these from floor 3 onwards.

2025-07-24 13:44:51 +0000 UTC View Post

Weekly Roundup 238 - New Enemy Type - Grabber - Week 6 - New Build Next Week!

Hi everyone!

It's been a busy two weeks working on the new enemy type! I was hoping I could get enough done to release a build but I couldn't quite get over the line for releasing it today.

But it's not far away. I expect to get a build out the middle of next week!

1: What's New?

The last two weeks has shaped up the build so that the new enemy type can work well in-game and with other objects and enemies. The full gameplay logic is there from foaming...

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Weekly Roundup 237 - New Enemy Type - Grabber - Week 4

Hi everyone!

I've been in unity doing scripting this week! I've got a few gifs to show for it! So let's get into it!

1: What's New?

This week was spent on getting started on making the in-game logic for the Grabber enemy in unity using state machines.

At the moment the enemy behavior and assisting scripts is about 40-50% implemented. The grabber can detect the player, move around the dungeon and grab them. But a lot of the finer details are missing and needing to be ...

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Weekly Roundup 236 - New Enemy Type - Grabber - Week 3

Hi everyone!

A bit late on this weeks roundup but just because I needed a few hours to complete some work in unity over the weekend. Let's get into it!

1: What's New?

This week was fully dedicated to getting the art assets into unity and mapping them to bones. And then spending some time doing some unrefined animations.

Here's a few examples:

A captured animation complete with some fun things happening as the Bindmancer struggles.

2025-06-29 14:44:34 +0000 UTC View Post

Weekly Roundup 235 - New Enemy Type - Grabber - Week 2

Hi Everyone.

I hope you're all very well!

This week isn't a huge update all things considered but it was productive. I spent my time in photoshop working on finalizing the art assets for the new Grabber Enemy.

They look all nice and shaded now. Overall I think it looks pretty good!

As with anything that animates in Unity I'm showing you multiple layers on top of each ot...

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Weekly Roundup 234 - New Enemy Type - Grabber

Hi everyone,

I've been working away in photoshop on some new enemy art assets for the Bindmancer. Let's get into it!

1: What's New?

I think it was time to develop a new enemy type for the dungeon. After consideration of what kind of gameplay mechanic the enemy could bring to the game I decided to go with the flyer design. I have some ideas of this enemy moving in quickly from a longer distance to "Swoop" the player.

The first step is to create the artwork for this en...

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Weekly Roundup 233 - Prisoner Statue Ideas

Hi everyone! Hope you had a great week!

This week was spent developing some prisoner statue ideas. Let's get into it:

1: What's New?

So the environment artist I've hired for the new dungeon wing wanted me to come up with some designs they could work from in terms of statue designs.

Because this new Dungeon Wing has a Gallery/Treasure theme to it. The idea is to make a number of stone/metal statues with prisoners posed in bondage as if part of an art gallery. View Post

Weekly Roundup 232 - 2nd Wing Visual development

Hi Everyone!

It's a bit of a quick week in terms of reporting progress!

This week was focused mainly on the grunt-work task of getting the WIP (Work in progress) 2nd wing assets into the dungeon environment. But we how have floors and walls looking new and unique on every spawnable dungeon section that's randomly generated.

There may not be forward progress on the 2nd w...

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Weekly Roundup 231 - Updated Build For Bindmancer

Hi Everyone!

This week I updated the build with some new content and bug fixes. You can download the latest build here!

1: What's New?

This week I completed getting the Wall Trap, Gas Trap, and New Game Over Screens into the gallery. So once you've encountered the traps you'll get to see them in the gallery!

2025-05-23 16:17:00 +0000 UTC View Post

Weekly Roundup 230 - Bug Fixing and Gallery Entries

Hi Everyone!

This week was pretty productive. With the release of the newest build I wanted to take a week or two to address bugs and retrofit the gallery a bit.

Let's get into it!

1: What's New?

The most visual thing I did this week was add the gap-trap entry, the wall-trap entry, and the game over wall trap entry into the game!

Here's what the Gas-Trap looks like:

2025-05-18 15:08:05 +0000 UTC View Post

Weekly Roundup 228 - Coming Next Week! = New Bindmancer Build

Hi everyone,

I hope you're all doing very well!

Posting the weekly roundup a few hours earlier this week as I need to be in bed early for a weekend event.

I do have great news in that a new build of the Bindmancer will be ready to release next week.

The new gas trap feature and wall trap encounter are more-or-less completed. It's now a process of bug fixing as much as I can and making sure they feel solid to play and fun to watch!

1: Wha...

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Weekly Roundup 227 - Gas Trap Art and Effects

Hi everyone!

Some great progress made this week with making and implementing a number of art assets and effects associated with the in-dungeon trap. Let's get into them!

1: What's New?

I started off this week with making the artwork for the trap itself. It's a gas dispensing trap that comes up from under the floor.

When the player gets too close the trap springs. It takes a...

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Weekly Roundup 226 - Fainting from Gas Trap

Hi everyone!

A short week this time due to Easter. (Happy Easter!) but I can show off what I've been up to!

This week I worked on the "Fainting" Artwork of the character being affected from the Gas Trap that proceeds them getting trussed up and stuck on the wall encounter.

Here's how it looks in the sprite editor.

And while hard to see due to the darkness of the scene as t...

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Weekly Roundup 225 - Game Over Variant and Trap Logic

Hi Everyone!

Got a few bits of progress to show off this week. Lets get into it!

1: What's New:

I've done a few things this week. At the start of the week I went into the photoshop file and made a few extra assets:

These assets are for the "Freed" animation when she gets free of the bondage. As well as a more intense version that'll be used for a Game-Over screen. As people have been requesting I Make a game-over version of this animation.

The game over adds in...

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Weekly Roundup 224 - Wall Trap Encounter Animations

Hi Everyone!

Hope you had a great week! Steady progress has been made on the encounter so let's get into it.

1: What's New:

This week was a combo of both making the animations in Unity for the encounter sequence but also doing the sequence logic flow so the encounter could be played start to end.

Like so many of the prisoner and hero animations I want to make sure there's some variability to the animation. So each time you trigger this trap a few variables wil...

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Weekly Roundup 223 - Wall Trap Encounter in Unity

Hi everyone!

Hope you've had a great week! I've been plugging away at the Wall Trap encounter so let me show you how it's gone:

1: What's New?

Did a few steps towards the wall encounter this week. Including:

  • Adding some extra art assets for different tickle and tease tools for the Bindmancer. Like other encounters I want to randomize what you see her in peril with a little so you get a few variations.

  • Exported the .PSB to unity and rigge...

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Weekly Roundup 222 - Continued work on Wall Trap Art!

Hi Everyone!

A short weekly roundup this week to just show off the latest progress of making the art in Photoshop for the new trap animation!

1: What's New:

So here's a screengrab of the latest work in photoshop:

It's coming together well! I've shaded each of the core layers and almost done on the background. I think a few more days of work will make it ready for export in...

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Weekly Roundup 221 - Work on Wall Trap Art - Part 1

Hi Everyone!

Earlier this week I announced on the Discord channel that the Wall Trap option had won for development. So lets show off some art work I've done on it so far:

1: What's New?

The new work involves making the artwork for the peril encounter itself so I've made a start on that on making the Unity asset PSB.

And while at the moment the artwork looks flat and basic, keep in mind being animated that many body parts are split up onto their own unique layers. Wh...

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Weekly Roundup 220 - Poll for next enemy / trap

Hi everyone!

We've got a Poll going today! :D I've done some concepts for new possible enemies and traps and would like to present 4 of them to you.

1: What's New:

I'll explain the basic concept behind each enemy and trap type and then below there's a poll you can vote on.

The vote will run for 2 days and you can select multiple options. More or less just select the ones you like the most.

Idea 1: Foot-Latching Skitter Gol...

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Weekly Roundup 219 - New Bindmancer Build Released!

Hi Everyone!

It's been a while since the last update so I'm excited to release the newest build for the Bindmancer!

You can download it here!

And let's get into it!

1: What's New?

this week was spent finalizing the loot pickup system and doing some bug fixing and polish items for it. Inc things like adding sound effects.

2025-02-28 16:00:19 +0000 UTC View Post

Weekly Roundup 218 - Loot Drop Feature Incoming!

Hi Everyone!

I've got some great gifs to show this week. And an announcement that I'm trying to get you all a fresh build before Feb is out. More then likely somewhere mid next week! Keep your eyes peeled for it!

1: What's New?

My work with a programmer to make a new and more dynamic loot-drop system is almost through it's integration into the game. There was last weekend spending bug fixing some issues, which is why a weekly roundup post was absent...

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Weekly Roundup 217 - New Loot-Drop Visuals

Hi everyone!

Hope you've had a great week!

Got some new development to show on the Bindmancer! Let's get into it.

1: What's New?

Over the past two weeks I've been working with a new programmer on a Loot-Drop system.

I've been wanting the loot you get from defeating enemies to be more dynamic in both how it functions and looks. And we're making great progress in making that a reality.

2025-02-07 17:15:13 +0000 UTC View Post