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henmesh · 1 month
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Working on a crossbow
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thewakingcloak · 7 days
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Testing a new method for tall grass :)
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(don't worry, there won't be a random square patch of grass on the beach, this is just The Test Grass)
Before, I was using the Game Boy Zelda game trick: grass is a tile, and then I just throw a grass sprite on top of the player to make it look like they're inside it. Clever, and it's surprisingly convincing!
But now, this uses the sprite tilting method, which I've been using heavily throughout, to create "3D" grass, and it works so much better than I expected. Also more consistent with the perspective I'm going with!
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Wheeeeeeeee
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candleholder-dev · 1 year
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some recent screenshots, featuring neo darkner designs by @spamtons + @shazos​ and tilesets by @creepa-b0t-inc :)
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rosiemoo · 1 year
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Out of Touch Gameboy Code
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This is my programming equivalent to sheet music which plays Hall and Oate's Out of Touch. A little devblog of how this chunk of code came to be for this year's final Thursday ❤️
For @b0tster's birthday Gameboy cart, I wanted to get the Gameboy to play Out of Touch. My hands were also in rough shape with an RSI so I was programming using a combination of voice dictation and the onscreen keyboard. Because of this, rather than figure out something better, I had to rework my old music code which was an already reworked version of the sound.c example code that comes with GBDK.
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A list of notes and their frequencies, graciously provided by the sound.c example.
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This code takes one of the notes, and uses the frequency to set the registers correctly for playing that note on the first sound channel. The frequency is a bit more than 8 bits of info so it gets split between the bits in register 13 and 14. The other registers affect the kind of note played in ways I couldn't hope to fathom. Those were figured out with trial and error.
To get the timing better, I also had to add FF and SD which raised and lowered the tempo (by doing the opposite to the tempo variable). I also added HOLD which if put before a note, doubled the length of the note. This was just enough to get the tune working and not sounding terribly off.
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The code for playing the song isn't terribly interesting, this function is called once every frame with a delay of "tempo" ticks between them. FF, SD, and HOLD all call the function again to avoid this delay while still playing the actual next note. Also the note value is subtracted by 12 because I wanted to lower the tune by an octave but didn't want to use the hand energy change all the numbers.
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And the rest of the playing code is terribly simple! Play a note, wait a bit, repeat. Which brings us back to this:
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This is an array of the note enumerators from before The song goes through this and plays each note in sequence. I wrote this by looking at some sheet music for the melody of the chorus and just feeling it out from there. I eventually added little comments above the notes to help me keep track of it!
No human writes music like this
but, it worked, which means it was good enough which means it was perfect!
The resulting video:
[spritework by the lovely @abbytorade]
This was a weekend project that ended up taking me a bit under a month due to life but it was a very fun little coding puzzle to work on when my hands would allow me. Lilith is a great friend and I am so glad to have been able to make this made for her!
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entropy-game-dev · 3 months
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Phylogenesia Automatorum is out!! A roguelite / incremental / life simulation hybrid
Download it here!
Over the past couple of weeks I've been working on my entry for the New Years Incremental Game Jam 2024, and I finally submitted it late last night.
It's a silly little game where you tend to your garden of digital plants, hoping to generate enough Life and Death points when they spawn/die respectively, in order to buy more plants, mutate their characteristics, and expand the field in which they live.
Mutations and field properties will directly (and indirectly) change the plants' behavior on both a local and global level, with some very interesting and unexpected results. Numbers going up isn't always better either too, as, if you upgrade their stats too much, you might make a superplant that chokes the life out of the rest of your simulation and other plants!!
(Oh, and my friend did the music for this game, and it's awesome - each plant as their own instrument/track and they layer on top of each other as you buy more!)
It's a roguelite in the sense that each run you will be choosing between random upgrades, plants, and field tiles with various effects between simulation runs in order to try and maximize your point gains and stay ahead of the reset cost. It's not totally balanced (as it was whipped up in 2 weeks), but with a bit of knowledge and juuuust a hint of luck, you can make almost any run pop off! The goal is to buy all 10 plants and have them all produce points within a single run (representing a diverse garden or something, rather than a monocrop).
As I mentioned previously, it's based heavily on Conway's Game of Life, as I am a huge sucker for incrementals with hypnotizing visuals that change and evolve as you interact with the various systems at play. I took this idea, added a bunch of plants that are variations on the standard ruleset, and went from there.
You might also notice that I used some assets from Stellar Terminus, namely, the 3 sound effects, fonts, color palette, and, retro computer theming. I swear I can do other styles, just, er, not in 2 weeks when I already had quite an ambitious idea!
Over the coming days I'll post some more about the development of it, how I implemented certain systems, and a post mortem. You can probably imagine how datastructures-heavy this game was. In the end I had 1 object that ran the entire simulation, 1 that displayed the breakdown of how each plant was doing, and like 20+ objects for UI...
For now though? I'd love for you to try it out, play a few runs, and hear your thoughts on it!!
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girakacheezer · 3 days
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Marlowe Devblog #18
Recently there's been a bug in Marlowe where if she tries to walk into a space that's just barely too small for her to fit in, she dies.
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This happens only with spaces that are 1 or 2 pixels smaller than Marlowe's height/width, as pictured here in debug mode with the hitboxes drawn in cyan.
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It's an issue specifically caused by the corner tolerance, which allows Marlowe to not get caught on the corners of objects as easily. This corner tolerance is useful when walking on a bunch of objects next to each other, like these boxes on the floor. Without corner tolerance it'd be easy for the corner of Marlowe's hitbox to get snagged on the corner of one of the boxes and stop her from walking over them smoothly.
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However in the case with the gap slightly smaller than her hitbox's height, the corner tolerance is allowing Marlowe to slip into the gap underneath the obstacle, and then since the gap is pushing on her from both the top and the bottom, the game considers her "crushed" and kills her.
To fix this, the crush code now tries to move Marlowe to the position she was in on the previous frame, and then it re-runs collisions to see if she's still getting crushed. This allows it to save her from entering tiny gaps like these while still crushing her in other cases.
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nextinline-if · 9 months
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Hi everyone - apologies for not providing a progress update yesterday. I have a cold and simply don’t have the energy right now which has also slowed progress on the game. But it’s not too serious so I expect to feel better in a couple days. I’ll have an update on progress soon.
Best,
Vi
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redheadhyena · 8 days
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youtube
It's finally here.
And an itch page, too.
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aotgdevblog · 8 days
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I worked on the studio guidebook a little today, but i'm saving that work for tomorrow because @wizardbisan asked us to.
She asked us not to work, in order to put a full stop on the "business as usual" while millions have been murdered over in Gaza.
I know there is not much I can do to change the minds of people that are doing the murdering, and launching the bombs, and perpetuating the genocide, but I can decide to say something today, and tomorrow, and the next day. I might not always say it online, because its a lot, and its frustrating and scary, and doom scrolling can make you sick, just remember that when someone tells you that, you have power over what you say and do, why are we rewarding genocide, and punishing humanity?
Sorry if that was deep, I don't care about your justifications for murdering palestinian's don't talk to me if you feel that way. This studio will always be in support of gaza, and in support of a ceasefire. I hope Iran kicks Israel's whinny bitch ass.
(work will resume tomorrow, 4/16)
please have a good night <3
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lumifoxproductions · 4 months
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Hi this is Lumi to kick off 2024 with a visceral scream I have made a dev blog for my personal progress working on the Adventures of the Guardians series production.
I will be posting every day while working on production. These posts are not meant to be polished or clean, but are more as a way to keep track of my progress as lead/for your viewing entertainment.
AOTG is a fan series that takes place after the 2012 movie Rise of the Guardians.
Disclaimer*:
Rise of the guardians is the intellectual property of Dreamwork's animation. Lumifox Productions is not affiliated nor contracted by DreamWorks animation to produce the following content. AOTG is not monetized and is a project made by very weird and passionate fans.
For my first post have a picture of Jack dying twice.
link to dev blog: https://www.tumblr.com/aotgdevblog
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jjeinn-tae · 23 days
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Apocalypse... Averted?
So, I had March 23rd listed in my calendar as "Apocalypse Commences" which seems to be cancelled at this point. So, good news for me actually getting to do the series I've announced. It started with the 22nd kind of having a disaster, which stopped part of the apocalypse, and then over the week the dominoes from that landed in a way that "Oh yes, I'm definitely getting to stay living in my current residence" which was kind of up in the air until, um, Thursday I think?
There's still a bit of settling down that needs to happen, but my cough is finally going down (It's been months) and I am getting nights to myself again. It's looking like soon is an accurate description for the first Journey Through Loguo dev video!
Honestly, I really need to find a better name than the working title. Like, yeah, referencing Journey to the West for a Zelda clone with a more Chinese theming than the European of Zelda is fun for a working title. But like, "The Legend of Zelda" has such a kick to it in its simplicity. And my primary audience is English speaking and probably doesn't exactly have a sure idea on how to pronounce Loguo. But I have a single character name decided so far, and I don't know if I really want to copy the template of LoZ's name anyways. Besides, Legend of Locca is a definite "no" because like, while I enjoy the sound it really doesn't have a shortened form that would be good to use, LoL is kind of already in use. Is that even something to worry about with a little indy project? Kind of, but like, in a "kind of aiming high there, aren't you?" sort of way.
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henmesh · 12 days
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I've had a few questions asking if the game's graphics were made with actual clay or just digital models with a clay filter/texture.
All graphics in the game come from photos of actual clay models! Then I process them in Aseprite to make the in-game sprites:
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All animations for a standard enemy like this guy usually need around 70 photos total
A more thorough explanation of the full process will come in a later post.
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thewakingcloak · 10 months
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this is fun :D
dashing is not an ability I had initially planned for, but it's turning into one of my favorites
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candleholder-dev · 1 year
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today's progress
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samuraiunicorn · 9 months
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We're starting a dev vlog series! Episode 1 is out now and go into a little more detail about the plans for Samurai Unicorn as well as what we hope to achieve with each demo update. Watch the Ep01 on YT!
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entropy-game-dev · 8 months
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Here is the scrollable log in action!! And my goodness was it an absolute PAIN to do. Let me break it down:
The text display object contains it's own code that wraps text once it reaches the defined edge. But I needed only certain parts of the text to show up in the log during scrolling. So I first need to call a phantom textbox that will calculate the line breaks (respecting whole words) first, and then break that textbox up into separate lines.
But it was not so simple. Each textbox is represented by a 2d array, each row containing a letter and the other columns containing metadata like position, colour, display time, and so on. This is a problem because something like <colour=red>long text sentence here</colour> could be displayed on multiple lines, and if you don't put the html-like tags in the right place, it all gets messed up.
So what I end up doing is snip the 2d array into multiple 2d arrays on a line-by-line basis (looking at when the y value of the letter changes), and then I have to reset the display time for each line back to 0. Finally, I feed each of these data structures into their own separate text box.
Once that is done, my textbox manager object then determines where you are in the list of all text, and displays the 8 lines around it. With support to instantly display text when scrolling (so it doesn't repeat the scrolling text appearance animation), the ability to make choices (previously done by leaving a blank line and drawing a completely separate textbox in that blank space, which was very hacky), and the capacity to tag text with certain categories, which paves the way for the log to have tabs in the future.
All in all, a tough job but one that all of my playtesters, M, L, and P, have suggested at some point in time, and so one that was well worth it in the end.
Plus my textbox manager object is now squeaky clean on the insides instead of being a spaghetti bolognese 🤌
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