We are Goth Bin Garbage, and we're about to unveil a glimpse into the abyssal world we've been conjuring over these past few months.
Prepare to enter a realm of shadows and intrigue with our upcoming point-and-click adventure, featuring the Gothic cast from @chemicalsushiart's haunting series, Freakshow 13. Dive into the horrible and mundane existence of Liraz Blackpool as she navigates through haunting locations and grapples with enigmatic puzzles that she doesn't want to do.
Our dumpster of creators, including @orbitaldot, @shoppncart, and @vitimesthree, have been slaving away at the arts to bring this vision to life. Care to tread this unholy path with us? Follow us on the path to the dreadful day this trash releases... We'll meet you in the abyss, if you dare. ⚰️🌑
So, it's been a bit. Mostly because of college and me bashing my head against the wall that is physics. Especially Godot's physics...
But I think it's finally working properly! I changed the way forces are applied to the player but then I noticed stuff was clipping when colliding. At first I tought my changes were the cause but it was just the engine itself so I tried out the Jolt physics engine Godot integration and it works like a charm
Once more I will say that my next task will be the enemy but as I have discovered I can get distracted easily :)
Oh also the flame attack is back but that was a pretty minor fix
My buddies and I have finally put together a website for the games we develop! We're showcasing @ricecreamart's excellent artwork and concept sketches, all the music I've ever produced for our projects, downloads for the games themselves, and we plan to update the website with behind-the-scenes development blog posts.
https://www.pitterpatterdev.com/
In fact, the first article is public right now!! It details some excellent news we have regarding nearly every single game we've released, as well as information about our NEW GAME, which is the first time we've shown anything about it publicly!
https://www.pitterpatterdev.com/
It's a huge day for the Pitter-Patter crew – and yet, this is just the beginning. Our future is brighter than it's ever been, and we'd love for you to be there for it. Hop over to our website, take a look around, check out the exciting updates to our previous works, and learn more about our NEW GAME!
here is my last atla post for a while, i didn't want to make another post for Suki and Sokka's design! but here is everyone next to eachother!! the whole gAANG !!!!
I finished all the Summer 1st event and quest stuff from the last update, did some more work on Ask About retooling, and just finished implementing the second event of Summer year 1.
I also fixed the code to unlock window resizing with our custom game window size/aspect ratio... I couldn't get the maximize window button to work without digging deeper into Windows window control API than I was willing to do (needed to find a way to get a "close enough" fullscreen window to count as fullscreen and/or do black box padding to maintain the aspect ratio) but you can still drag the corners of the window to make it bigger. Why such a key feature is disabled by default in VX Ace is a mystery for the ages.
December's never a particularly productive month due to the holidays but I got a lot more done this year than last year. I'm finding the rhythm of building quests... it's really not so bad with the new system (big ones with lots of characters and map transitions still are rather time-consuming, though).
Still angling for Summer Y1 to be done around the end of spring. At present, we have 2/8 events for it complete. However, a few of the remaining events are quite big and there are also a number of sidequests for the month that need writing and implementing, so there's still much left to do.
Working on a small DCA fan game so I can learn how to do a few machinics don't expect it to take more than 1-4 weeks (simple concept short game) ima throw the base code for the like text boxes into Color Cards
Yes it is 5:AM as I am sharing this/silly
Quick QNA
Will it be free? I plan on making all my games free so yes
sometimes when i find a tutorial on how to add something in my game, and the guy shows his code and its like twice as long and fancy as mine and has a bunch of other stuff i feel disappointed i my script and try and go like:
its not about the size of your code its about how you use it!
but then my code doesn't work...