Tumgik
#game dev stuff
seanchaoz · 3 months
Text
Tumblr media
Despite being a gory slaughter fest of a game, Project Moonborn does occasionally set aside time for some wholesomeness.
219 notes · View notes
smilestrawbunny · 2 months
Text
Tumblr media
Double posting for Magician Day 1’s release day! We had such a wonderful crew of hardworking, beautiful people and I couldn’t be happier with the final product! I made some art of some of our main characters to celebrate 💕 Please consider playing Magician on itch.io, it’s a short game but it’s full of love and passion from our small team! 🍭🧸
72 notes · View notes
omeletcat · 2 months
Text
Tumblr media
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 !!!!
56 notes · View notes
beastinthecave · 4 months
Text
Tumblr media
Finished implementing the pyro in my tf2 horror fangame :)
Gonna tweak the model tomorrow since i forgot a couple things like their gloves.
75 notes · View notes
neonrain-dev · 2 months
Text
Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media
CRT testing for fun.
41 notes · View notes
overlyorganized · 6 months
Text
Tumblr media Tumblr media
work in progress ✨
56 notes · View notes
whiskeywizardstudio · 2 months
Text
Tumblr media
Main Character art for my Horror game Obelisk
44 notes · View notes
glugslove · 2 months
Text
Adding mechanisms like doors and bridges
you can also transform these with magic
40 notes · View notes
louieferhanil · 2 months
Text
little thing i did today
26 notes · View notes
chimneyeggs · 5 months
Text
Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media
Forgot Tumblr is The
40 notes · View notes
sirlazz · 2 months
Text
Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media
Yeah you got a date on valentines but have you got a sick, hand-painted, low-poly alchemist table in your portfolio ??? thought not, sucker.
so yeah I did this to get better at making game assets, pretty fucken proud of myself ngl.
20 notes · View notes
cultofgalaxy · 5 months
Text
Howdy, Kinoko fans!
We’re officially at the end of November now, which means only one month remains until the New Year – and also until it’s been one full year since I started my daily development diary. This time next month, I’ll be able to post a retrospective on the year behind – so to mix things up, I thought I’d spent this month’s rather more brisk blog post looking forward to the month ahead and all the things I’ve got planned in the final weeks of 2023.
Firstly, though, a quick recap. Since last month’s blog post, in which I talked briefly about the basic steps I’d taken towards re-implementing enemies, I’ve put a lot more work into them. They no longer die in a single hit, as they did before. They have hitpoints now, and I can set the number of hitpoints according to the enemy type. To go along with the hitpoints I’ve also added enemy health bars. Enemies can be stunned between hits, and I even figured out Godot’s path nodes to get enemies walking around, even if all they’re doing currently is walking back and forward in simple loops.
Most importantly of all, I finally added an improved version of the raygun that Kinoko had in the Unity version. It works a lot better than it did before, even though at the moment it only fires bullets instead of rays, which is something I’ll be addressing probably in the new year now. I took the opportunity to improve the look of the raygun’s charge bar when restoring it, and I’ve even laid the groundwork for adding additional raygun modes in the future – but we’ll talk about that more some other time!
27 notes · View notes
smilestrawbunny · 5 months
Text
Tumblr media
It’s your favorite little buddy, the lovable Strawbunny! They’re an absolute delight- you could even call them a sweet treat!
77 notes · View notes
omeletcat · 3 months
Text
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...
58 notes · View notes
beastinthecave · 4 months
Text
Tumblr media
Concept art for the engineer. Although engie is often portrait as one of the least insane tf2 mercs, he did cut his own arm of to use the gunslinger. In my fangame he is a vendor that trades insight for certain items, he is also the creator of the soldier robots that patrol the facility, do enough favours for him and he will deactivate them allowing the player to progress.
Gonna post the 3d models of him and pyro in a couple days :)
39 notes · View notes
beeandbearsstudio · 8 days
Text
oakley bear movement testing part. 2
this involves the oakley moving left, right up, down with diagonal movment animations too!! the walking up animation is still being developed and finalised, but it's slowly coming along! <3
right now we're focusing on footstep audio and particle effects & animations to suit the diagonal movement a bit more (to assist with the transition from moving right, up to straight up)
what do we think?? <3
17 notes · View notes