#devlog
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thesovereignsring-if · 3 days ago
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Baby we're back.
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First of all. Itch is currently in the process of reindexing their free NSFW games. If you game has been deindexed, please check the latest update and follow the steps there.
Now that its' out of the way- we can celebrate because TSR has now back on Itch 😭 Which is wonderful- and annoying because I had the Light Ver ready for the release. But I guess its not needed anymore. Maybe.
We are going back to normal now, but I will be monitoring the situation on Itch and will have a neocities website for the game (please wait while I slowly work on it) but for now we'll be returning to normal I guess.
But that DOES NOT MEAN we let Mastercard and Visa off the hook. Reindexing free NSFW is probably the most Itch can do atm without these payment processors cutting ties with Itch completely.
Creators and artists should be paid for their work NSFW porn or not. Please do not forget to call and email Mastercard and Visa. The outrage is working. They need to be stoped.
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partyof4game · 1 day ago
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August 2nd Weekly Update
Happy August everyone! I hope you're all well!
Some basic updates this week!
World building, world building, world building. 😩 Currently going through some of MC's first impressions of Sentari, which includes almost being robbed. 💛
Went back and fixed some typos I saw when doing a quick playtest. Also added a new choice in the prologue with Raena. If you pick "I don't know why she's so close, I'll wait and see what she wants" it will lead to a new option where you can say "OH I HAD NO IDEA I'M NOT INTO WOMEN" instead of only romance options.
I love world building guys. Totally. I don't agonize over it at all. 🫠
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henmesh · 1 month ago
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Adding environmental weapons, like these pipes you can tear off the wall.
Was meant to have added more weapons at this point, but got carried away doing metal pipe tricks instead. Also still working towards a demo.
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volno · 30 days ago
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Larian can't stop me
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hahadit · 2 months ago
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FINALLY 26/7 i'll be realesing the 1st chapter of my game CREEPYDATES (yes, i changed the name) for free ON MY ITCHIO YAAAY. years procrastinating but no more, is real now lolololol (update: you can play it now)
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i'm so excited!!!!! XD i love making creepypasta games and i hope dat after publishing this 1st chapter i'll have some time to finish the ticci toby dress up game, it's easier but i had to use my (low) energy in just one game or i'll never finish it
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truthscrapper · 10 days ago
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Truth Scrapper Devlog #3 📚 Implementation
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Hope everyone is once again staying cool in this dreadful summer.
In case you just stumbled upon this, I am Adrienne, also known as insertdisc5! I am the creator of timeloop RPG In Stars and Time, and now am working on my next game, memory visual novel Truth Scrapper. It’s gonna be a good one.
This month, I finished Day 4!
DAY 4 (out of 11-ish) IS FINALLY DONE AND IMPLEMENTED. This is the moment in the game where the story and character development picks up in a new way. And the Romance Sections are starting to get somewhere… It was so fun to get all this in the game!
So… What does it mean to say that a day is “done and implemented”? Take my hand. I will explain.
[MORE UNDER THE CUT]
WRITING:
First is writing the damn day. The first step of this first step is writing down bullet points of what happens during that day! What will happen? How does this further the mystery? How do the characters develop, and how does their relationship develop? Depending on what the player makes Sosotte remembers, will Sosotte be more attracted to Amour or Betz? In what way? Etc etc.
Once I have those bullet points written down, it’s time to actually write the scenes! Thankfully, I am getting to the Fun Parts of the game, so some of those Day 4+ scenes have been written down for a while. As I write, too, I usually realize I didn’t foreshadow some parts well enough, so I tend to rewrite some old scenes from previous days too. Day 1 has changed a lot since I first wrote it…
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(Part of my script. As you can tell, this has no caps because it's easier for me to write without thinking about it too much at this stage. I will regret it later)
This part takes me maybe… 3 weeks, a month? Longest part for sure.
ART:
Now that I have all those scenes written out, I need to do ART!!! Thankfully, the artstyle for this game is pretty simple for me to do, and having the backgrounds be collages of stock pictures make the background work a breeze. Day 4 in particular was VERY HEAVY with art, so that one took some time. (20+ backgrounds, 2 new characters and their myriad of expressions, 20+ illustrations and all their variations…!!!)
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(This sweet thang is from Day 4)
This part takes me 2 weeks!
IMPLEMENTATION:
Now that all the text is written, and the art has been done… WE GOTTA ADD ALL THAT INTO THE GAME!!!
I divide this work into a few parts:
-Add all the text and dialogue in the game, which means copy/paste, but also adding all those pesky quotes so the software can recognize this as text. I also add the character tags (here, “a” and “s”) to let Ren’py know who’s talking, as well as {w} to tell Ren’py “hey I want the player to have to press a button before the rest of the sentence appears”.
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-Add all the damn code. Which means: adding when a point and click section appears and how it works, adding any “if AmourPoints>BetzPoints then do this”, etc. 
-Add all the expression changes.
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So for the above, the white text can be translated as “Character Amour, side pose, eyes “hm”, mouth “eh”. Here’s Amour’s “callsaul” pose, named after a certain guy.
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During the implementation stage, adding expressions is the part that takes the longest amount of time by far.
-Add all the glossary/case entries. Truth Scrapper has many words and Sosotte needs to remember them all, and so the game has a glossary full of the many words, which needs to update as you find the new words.
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-And finally, add all the music and sound effects. PHEW
This took a week this time because I exhausted myself doing it, but this usually takes me more like 2.
EDITING:
And then I usually spend a week or two playing through the ENTIRE game to make sure it’s good. I usually make a lot of edits, and so I have to play it through a second time, and a third time…
AND THEN WE’RE DONE. PHEW!!!!!!!!!!!!!!!!!!!!!!! This is how I go about things.
Anyway I finished Day 4 so I’m taking a break for a couple weeks. Heehee <3 Thanks for reading
DON'T FORGET TO WISHLIST THE GAME ALSO IT REALLY HELPS BECAUSE STEAM’S ALGORITHM IS MORE LIKELY TO SHOW OFF GAMES WITH A HIGH AMOUNT OF WISHLISTS THATS THE REASON WHY GAME DEVS ALWAYS ASK TO WISHLIST!!! OKAY BYE!!!!
Links!
📚 Official Website 📚 Join the Discord 📚 Sign up for my mailing list 📚 Follow Truth Scrapper on Bluesky 📚 Follow ME on Bluesky
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auranym · 1 year ago
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I've been working on a godot plugin for controlling how pixel art behaves with lighting, and I'm almost done with a really basic version! (more info under the cut)
this plugin is based on some techniques I have been developing over the years, featured most prominently in silt spawn.
it's a huge step forward though, since it requires no setup whatsoever, and it works with any normal light sources in the engine. the way it works is by generating an encoded sprite and a bespoke shader that can really quickly pick the exact color to show for each pixel based on how well-lit it is. as this gif shows, the plugin works with existing light sources and sprites, so you can really use these pixel-picky sprites as much or as little as you need!
now that the main feature is done, all I need to do is finish the UI in the editor, and then I'll feel comfortable releasing a bare-bones version of this plugin. I'm really proud of how it's coming along, and this quick little gif is just the beginning! :D
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2-eeillustration · 4 months ago
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Just launched a devlog for new robot repair & dating VN project I'm running with some amazingly talented moots on our days off called #If-Else on Bluesky today! A prequel to Return_0 - in 2048, machines all over the city are thrust into self-awareness, you play as a mobile repair technician finding and repairing errant robots for the same company complicit in starting the singularity. https://bsky.app/profile/if-else-dev.bsky.social
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chthonicchromestudio · 8 months ago
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[ENDED]Darling, Darling... Dead? - GAME KEYS GIVEAWAY 🤩[ENDED]
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To celebrate the (soon-to-be) release of the full game of "Darling, Darling... Dead?", we're giving away 5 keys (Itch.io or Steam)! To participate in the giveaway, like or reblog the post, and on Friday, November 29, 2024, we'll pick 5 random blogs from the list. Good luck! If you are the winner, please have your Ask box or DMs open and respond to us within 48 hours. If you don't, we'll have to pick a new winner. Play the demo on Itch.io [here]!
Wishlist on Steam [here]!
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omorithedreamermod · 2 months ago
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JUNE DEVLOG
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June DEVLOG time for OMORI THE DREAMER and...some big things have happened.
IMPORTANT INFORMATION:
In even more contrast to prior optimism, it seems the entire DREAMER release timeline will be overhauled. Due to the size of the story, the assets that relies on other's to complete, and the large amount of new assets far outweighing the amount in the PRELUDE...
From now on, we will be following a "CHAPTER BY CHAPTER", or in accordance to DREAMER's naming conventions, a "BOOK BY BOOK" release schedule. So, instead of waiting for the entire game to come out and getting overloaded with way too much content, books will be released in this sequence; BOOK 1 - KEL BOOK 2 - AUBREY BOOK 3 - HERO BOOK 4 & 5 - BASIL + ???
The final release of Book 4 & 5 will be the entire game. Each new release will include the chapters before, and save files will carry over. I believe this will be better overall for development, and for you guys to experience the story without being overwhelmed. The current plan is for BOOK 1 to release in the fall, and for BOOK 2 to release before the end of the year. I want this project completed in 2026, and with the additional time, hopefully everything will be at a higher quality. The narrative was already built in this book by book format, so nothing is actually changing besides release dates!
I'm sorry if this is frustrating to hear, but I'm confident this is better overall for both players and definitely for the team. We are not in development hell–people just have actual lives and are not being paid to work on this, so it can't be a priority. Still, the goal is a timely release schedule, with each book getting its own release trailer. I hope you can still look forward to the releases ^^
PROGRESS (BOOK ONE):
Due to the time of the year and a certain game releasing, a lot of the team was busy. Progress significantly slowed, but will hopefully pick back up again. Unfortunately, I cannot help with tile-set creation as it's outside of my wheelhouse (though I'll do my best to learn in the future!) so that team has a lot of pressure on them to handle SECTION TWO tile-sets on their own. Hopefully in the future I can help carry the burden. For now, it'll take as long as it needs to to avoid stress, but hopefully the internal deadlines can still be met!
Music is coming along amazing, and once again, there is going to be a large soundtrack coming with the chapter. Lots to see and lots to hear!
As of now, I'm making as much art and surrounding assets as I can while waiting for SECTION TWO to be ready for programming and writing. Progress is steady but certainly not at the breakneck pace it used to be. I got severely burnt out after continuing to work on THE DREAMER right after PRELUDE release and churning out SECTION ONE...but I am recovering! I'll bounce back passionately soon enough! I'm learning more and more how to rely on others and be patient with myself.
Battling is in the process of being overhauled and fixed up, and that will be available for the Book 1 release still!
For SECTION THREE, progress is also steady, though similarly significantly slowed. Still, nearly all maps are actively being mad, so it's looking very promising. Bug fixing still needs to happen for SECTION ONE, though...
CONCLUSION:
Wish us luck. A lot of luck. And for more pixel artists to sign up. This mod is on the right track and will certainly be completed! Just...at a more steady pace than originally assumed. On the bright side, that means you guys don't have to wait as long for more of THE DREAMER! Yay!
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naomistares · 9 days ago
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NSDEVLOG #2
okay so, I was being very dramatic first devlog so disregard most of it (except my hatred for GUI that will persist) don't have much to say this time besides that i feel kind of terrible (medically) but im still trying to get some work done, cus from, like, aug 4 til june next year I will be busy to death (senior year of uni) and ill be pleasantly surprised if i all together manage survive this stressful period WITHOUT getting worse. but knowing me, i'll still find some time to work on my projectsss and do art.
all i got 4 show rn is me plugging in some !!TEST!! walks and idles, and that actually worked without issue, Shockingly.
do note that this will be colored. the entire thing will probably be colored even tho I briefly considered the black and white/limited pallate route but Prolly Not. unless i for some reason struggle really bad with coloring things.
you may have also noticed this is a different style than what i usually draw in... i just wanted to go to a more simplistic/cartoonish route not rlly for my personal ease i just want it to look a very certain way. I'm branching out.
oh and....
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Ever's here too... she's just. Busy.
PS: whenever there's animation just know it's going to look Very Amatuer. dont worry about it. what matters is that I Tried. but everything shown here is a placeholder... and thats why this whole this is going to be like... 5 dollars.
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mili12maisol · 25 days ago
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P.S. Русская версия в самом низу. Transferred via DeepL
*looking at my last post * oh. I did a lot. I'll try to tell it short. Let's go.
Tweaking the water for above-ground
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I lost a bit of Swerve's animations, but he now floats on the water to the shore (there's a bug though, yes). And also the enemy can swim behind Swerve in the water if chasing him. Also added a small detail that if Swerve was holding Blurr when he fell into the water, he throws Blurr into the water.
Enemies
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Added enemy animations. Also added a spike enemy. Started to wonder if I needed an under- and overwater enemy at once. Maybe I'll make the water snake a just water-enemy. Mmmm, I'll think about it some more.
HP system
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Blurr and Swerve are now able to take damage from enemies (no damage taking animation yet). They are also able to restore HP via a health kit. If Swerve approaches alone, he only restores to himself. If he is with Blurr, he restores Blurr if he has less HP
Game Over and Main Menu
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I added a main menu to the game (simple. Just "Start Game" and "Quit"). I didn't come up with a name for the game. I'm having trouble with that. I also added a simple game over. Probably I'll change it, but for now.
Small bonus. Disappearing Walls
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Sometimes there will be buildings that you can enter. And then they'll have a wall disappear so we can see what's inside them. If you switch to another character who is not in the building, the wall will appear. And likewise, if another player was in a different building, the wall will appear in the previous building and will disappear in the new one.
Okay, I tried not to talk too much so it wouldn't get bored. But I have a couple of funny moments below. You don't have to read them. They're just little things that aren't already in the game or will be in the future.
I'll start with the funny things that came before.
The first version of the enemy for ground and water. It was some kind of wild mermaid with a jaw halfway up his head. But I couldn't animate and draw him normally.
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2. Blurr used to have two collision. A collision is an area that makes the object and player a physical object rather than a body-less picture. My brain thought that if I made the collision invisible, it would go away. Apparently it doesn't.
There are still a couple of quirks that still work, but I'll fix them:
Blurr can get out of the water and fly into the sky. This is because he can go through collision. I'll fix this, um, later.
When you change a character, the past character freezes. That is, Swerve can freeze in mid-air.
I tried a very long to got a full health kit. And when I got it, my Swerve got stuck in the water and I didn't have time to save him XD
And future plans:
Add save mechanics.
Add a mini game, along the lines of Among Us (that's the first game that came to my mind), while interacting with the generator.
Add the ability to open and close doors (for Swerve)
Make Blurr useful. I think he should be given the ability to move objects underwater. This sounds ridiculous, because Blurr is fast and I'll force him to carry heavy weight
Also I want to practice with procedural generation for another game for the same AU
Aaaaaaaaaand… that's the end of it. I'll see you in… after a while. Idn
*смотрит свой прошлый пост* ох. Я чёт многовато сделала. Постараюсь кратко рассказать. Начинаем.
Доработка воды для наземных
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Я немного потеряла анимации Сверва, но он теперь плывёт по воде до берега (правда есть баг, да). А так же враг может плыть за Свервом по воде, если преследует его. Так же добавила маленькую деталь, что если Сверв держал Блёрра, когда упал в воду, то он бросает Блёрра в воду.
Враги
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Добавила врагу анимации. Так же добавила врага шипа. Начала сомневаться, а нужен ли был враг сразу подводный и надводный? Возможно, я сделаю водную змею чисто водным врагом. Мммм, я ещё подумаю.
Система HP
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Теперь Блёрр и Сверв способны получать урон от врагов (анимации получения урона пока нет). Так же они способны восстановить HP через аптечку. Если Сверв подходит один, то он восстанавливает только себе. Если он с Блёрр, то восстанавливает Блёрру, если у того меньше HP
Экран смерти и Главное меню
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Я добавила главное меню в игру (простое. Чисто "Начать игру" и "Выйти"). Я не придумала название игры. У меня с этим проблемы. Так же появился простенький экран смерти. Скорее всего я его изменю, но пока так.
Маленький бонус. Исчезающие стены
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Иногда будут попадаться здания, в которые можно будет войти. И тогда у них пропадёт стена, чтобы мы могли видеть, что внутри них. Если переключиться на другого персонажа, который не в здании, то стена снова появится. И так же, если другой игрок был в другом здании, то в прошлом здании появится стена, а в новом пропадёт.
Окей, я старалась не болтать слишком много, чтобы не было скучно. Но у меня есть пара забавных моментов ниже. Вы не обязаны их читать. Это просто мелочи, которые уже не входят в игру или войдут в будущем.
Начну с забавных вещей, которые были раньше. 1. Первые варианты врага для земли и воды. Это был какой-то дикий русал с челюстью на половину головы. Но я не смогла его нормально анимировать и нарисовать.
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2. У Блёрра раньше было две коллизии. Коллизия это область, благодаря которой объект и игрок не прозрачная картинка, а физический объект. Мой мозг думал, что если я сделаю коллизию невидимой, то она пропадёт. Очевидно, что нет.
Ещё есть пара приколов, которые до сих пор работают, но я их исправлю: 1. Блёрр может выбраться из воды и полететь в небо. Это из-за того, что он может проходить сквозь коллизию. Я исправлю это, эм, позже. 2. Когда меняешь персонажа, то прошлый персонаж замирает. То есть, Сверв может застыть в воздухе. 3. Я очень долго пыталась получить полную аптечку. А когда получила, то у меня Сверв застрял в воде и я не успела его спасти XD
И планы на будущее: 1. Добавить механику сохранений. 2. Добавить мини игру, по типу из Among Us (это первое, что пришло ко мне в голову), во время взаимодействия с генератором. 3. Добавить возможность открывать и закрывать двери (за Сверва) 4. Сделать Блёрра полезным. Думаю ему дать возможность перемещать объекты под водой. Это звучит смешно, так как Блёрр быстрый, а я его заставлю носить тяжесть
Так же хочу потренироваться с процедурной генерации для другой игры для этого же АУ
Ииииииииииииииии... на этом всё! Увидимся через... какое-то время. Я хз
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henmesh · 2 months ago
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Put together an endless mode recently and turns out it's pretty fun. Current record is wave 26! I don't think any higher is humanly possible...
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ravenstargames · 2 months ago
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✦ LOST IN LIMBO DEVLOG #19 | 06.02.2025
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Happy Pride month besties! 💜 Yes, this year too we'll have a Pride month piece, but it's in the making!
This month has been packed with concept art and getting the new update ready, so there's not that much to write about. Showing all the concept art would spoil the artbook, so apologies if this devlog looks shorter than it should. Don't worry, we are still going full-speed ahead! Let's jump into it!
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World, meet your trustworthy sidekick, she who has had your back since the beginning—Evie!
You already know a bit of her; she likes everything related to the occult world, is a prime member of the Faybourne Waterpolo Club, and her favorite color is blue!
Evie's base sprite is finished, so now we gotta jump to her expressions. Those are fairly easy and quick (Raquel's words, not mine), so I expect to start coding kind of soon! ✨
Also, concept art on the MC's dear mom is done! So we've moved on to the sprite phase, and also started working on the concept art of MC's troublemaking grandmother. Kickstarter folks will have ✨juicy✨ previews on that content, so y'all will have to wait for a bit as per usual!
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May has been Amon's month. I've been writing the first chapter of his route, as well as editing the prologue following our editor's guidelines. I think this month will be packed of corrections, and I'm excited to tackle them!
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As y'all know, demo update 1.1.0 (now 1.1.1, as some characters were very insistent in partaking in some floating activities) went live! This month I've been working on patching stuff as well as refining the android build. I originally used two different projects for the PC version and the mobile one, but after lady and savior Feniks graced me with knowledge once more, I dipped my toes into Ren'py variants; and it's been going great! After publishing these devlogs, I'll start uploading the new android build everywhere 💜✨
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Kayden has been working on more mini-CGs to enhance the ✨experience✨of the new prologue! Amongst those CGs, we have the Sovereign's hospitality in the shape of breakfast. I wonder who delivers it...?
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So now that we've seen how the concept art / sprite part of it all works with Airyn's addition to the team, we're confident things will be up to speed in the upcoming months! Airyn works like a beast, has amazing ideas, and executes them flawlessly, with the addition of being a great friend of ours!
What else...I'm still working on my investigation plan (my PhD, hahaa...), Raquel is now taking driving lessons, and she's also been working on the Pride Month piece. We got a sketch yesterday but agreed to modify it a bit after some thought. Initially, Gael was going to be the one getting an illustration for Pride Month this year, but things didn't go as planned (Raquel was frustrated with not being able to come up with a good idea for him) and Amon has taken his place. Happens to the best of us!
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Work this month has been good! A lot of concept and planning that we can't show (well, Kickstarter folks will see more of it) but that is vital for the development of the game. I'm not going to ramble a lot in this one—sometimes you've to go straight to the point!
Thank you everyone who played our 1.1.1 update; thank you for the comments, well-wishes, feedback, and everything else. Also, thanks for keeping our ask box lively and overflowing! 💜
Let's see each other around!
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hahadit · 2 months ago
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omg i was checking and i didn't posted how the menu looks like now XD also drew lots of clothes but they don't appear in the video
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