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✨ Custom Variables: Part 3 — The Variable Window's New Groove ✨
October 14, 2025
by
CG-Tespy
1
Last time, we explored how Flowchart Variables can be used as inputs for Commands. This time, we’re turning to where you actually see and edit the former: the Variable Window. In Fungus, the old one...
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Custom Variables: Part 2 — The Unsung Sidekicks
September 29, 2025
by
CG-Tespy
Last time, we cracked open the history and mystery of Flowchart Variables. Today, we meet their quieter, less glamorous partners: VariableDatas . Quite. They're the reason that you can use a Flowchart...
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Custom Variables: Part 1 — The Old Way vs. Amanita’s Way
September 12, 2025
by
CG-Tespy
#2d, #unity, #technical
Today we’re talking about adding your own custom variable types to Amanita. But before we bask in the glory of the new system, let’s take a quick trip back to the Ye Olde Fungus days. Don’t worr...
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Save/Load Magic: Part 4
August 20, 2025
by
CG-Tespy
#save system
Alright, time to talk about where our saves live their mysterious little lives. That choice comes from the… Where The Saves Are Stored Enum Right in SaveSystemInstaller. In case you forgot what the...
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Save/Load Magic: Part 3
August 08, 2025
by
CG-Tespy
1
Welcome back to the labyrinthine world of Amanita’s save/load system. Today we actually plug in all those nifty ScriptableObject subclasses. Spoiler: this is where the magic really comes together. S...
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Save/Load Magic: Part 2
August 01, 2025
by
CG-Tespy
1
#cringe
Way to hijack the intro... Anyway, we're gonna do a Fire-Emblem–style example showing off how you might extend the save system. One where each playable character carries their own inventory. Hypothe...
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Save/Load Magic: Part 1
July 21, 2025
by
CG-Tespy
1
Welcome back to another peek under the hood! Today we’re breaking down the save/load pipeline into clear, bite-sized phases. Think of it as a backstage tour: you’ll see every cue, every prop, and...
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Hitting Pause for a Little Variable TLC
July 14, 2025
by
CG-Tespy
1
Hey everyone, quick status check: we were deep in wiring up Flowcharts, Variables, and Blocks so you’d get “save anywhere” wizardry. It almost felt like we had superpowers… until the Variables...
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Saving Flowcharts, Variables, and Blocks, Oh My!
July 07, 2025
by
CG-Tespy
1
Ever had an NPC pop in mid-convo because you forgot to save a variable? Yeah, me too. That’s why we gave Flowcharts and Blocks way more save/load control. Let's start with... New Flowchart Settings...
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Overhauled Audio System through Myceliaudio Support
June 29, 2025
by
AtelierMycelia
Hey folks! I’m thrilled to share how Amanita now weaves in Myceliaudio (a powerful, general-purpose Unity audio plugin) directly through our Flowchart Commands. No coding required. Just point, click...
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New Save System Plans
June 20, 2025
by
AtelierMycelia
1
#save system
Our Vision We're building a robust and extensible save system that has your back no matter how your game is structured. We know every project is different, so here’s what you can customize: Storage...
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