#code/ui stuff
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findingloveondirdumlane · 11 months ago
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Game Update: 07/15/2024
Hi guys! Hope everyone is doing well.
Before I get into the actual updates, a little bit of backstory on how this project initially came to be:
I'm in school for Game Design and Development, and one of my projects for a class was to come up with a game and have a playable version by the end of the semester.
This project is due in about four days.
However, I'm nowhere NEAR having the full game complete yet - which is why I plan on finishing the demo in four days and figuring out how to release it on itch.io for you all to enjoy!
This means that, yes, Day One of the game should be playable no later than July 19th, 2024! I plan to have my fiance (or anyone else who is interested, you can contact me via Tumblr DMs) playtest the game to make sure there's no major bugs or anything before I submit it to my professor.
Now, onto the updates:
Finished scripting/coding for a good portion of Tom's route, including a premature Bad Ending/Game Over screen. Still need to add in sprites and music, but that will come soon.
Started work on a Dual Encounter for Matt and Tom; not much there but will be working on it a bit more since it is part of Day One/the demo.
Started planning for Tord's second (and final) encounter in Day One/the demo.
I do ask that you all please be patient with me, as I am having to take on a full-time job and stay in school in order to keep myself afloat.
See you next time,
Admin D
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ellraiser · 1 year ago
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new mudborne concept art shaping up 🐸🐸🐸
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omeletcat · 1 year ago
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OKAY so i am currently working on an hp bar design for my game, i have a few idea's but i'm not sure about any of them yet, the circle there is an energy meter for attacks. the top version was my fist idea. not sure about it
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Then i just made it a bit thicker lol. but it didn't improve it at all.
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Then i had the idea of smth around the soulmeter it fits the circly vibe and would create am empty spot on the top middle part of the screen for boss battle hp bars.
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Then i made this, which is just the same as the previous one but with circles.
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I tried to like... connect them but that didn't work but i thought i'd just drop it in here to which one do y'all think looks best??
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appalachianlich · 2 years ago
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I have nothing to post, so take this tiny crop of a wip save menu
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sluggybunny · 9 months ago
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I wanted to start a "cipherjack tuesday" thing bc deadlines are a great motivator even for things I like to do but I don't have any cool pictures to attach to the post that's just about lore. Rip
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n4b3 · 1 year ago
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Okay so my curious ass decided to go through work search in the usa (im not from the usa) but i literally dreamed my conclusion that graphic design needs varies a lot depending on the culture/society which is cool
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actual-corpse · 1 year ago
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Me, walking past window (at 6AM): WHERE THE FUCK IS THE LIGHT COMING FROM??? (It's the sunrise... I've lost sense of time....)
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bill-gates-hate-blog · 2 years ago
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the sims 4 has so many systems because theres so many fucking expansion packs and NONE of them mesh well or interlock in ways that are satisfying or deep. Half the time they straight up contradict each other, the other time they end up completely redundant. Modders do their best but they can't fix whats broken underneath. ARGH
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coffeeworldsasaki · 2 years ago
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Trying to use a professional architecture for an app is like navigating a fucking maze
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kalloway · 14 days ago
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noticing a habit of doing sketch pages in p much exactly the same way every time
bottom right-hand corner always getting neglected cuz I guess I lose my ambition by then lmfao
two of these I've posted already, but now u can get psychic damage from the other sketches >:)c (also by forcing u to click on it to see anything lmfao sorry...)
(also in case tumblr misreads my own sketch - there is a cat-man and that sticky outy bit is a very badly sketched tail, I promise u)
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findingloveondirdumlane · 11 months ago
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Game Update: 7/20/2024
Game files have been fixed and updated, bug in Matt's route should be fixed.
Going to add snippet of how to report bugs into FAQ, possibly make a Google Form for it, and then go back to sleep as it is 8:30 AM for me and I don't have to start on work until like 11:30 or so
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insertdisc5 · 2 years ago
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🎮 HEY I WANNA MAKE A GAME! 🎮
Yeah I getcha. I was once like you. Pure and naive. Great news. I AM STILL PURE AND NAIVE, GAME DEV IS FUN! But where to start?
To start, here are a couple of entry level softwares you can use! source: I just made a game called In Stars and Time and people are asking me how to start making vidy gaems. Now, without further ado:
SOFTWARES AND ENGINES FOR PEOPLE WHO DON'T KNOW HOW TO CODE!!!
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Ren'py (and also a link to it if you click here do it): THE visual novel software. Comic artists, look no further ✨Pros: It's free! It's simple! It has great documentation! It has a bunch of plugins and UI stuff and assets for you to buy! It can be used even if you have LITERALLY no programming experience! (You'll just need to read the doc a bunch) You can also port your game to a BUNCH of consoles! ✨Cons: None really <3 Some games to look at: Doki Doki Literature Club, Bad End Theater, Butterfly Soup
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Twine: Great for text-based games! GREAT FOR WRITERS WHO DONT WANNA DRAW!!!!!!!!! (but you can draw if you want) ✨Pros: It's free! It's simple! It's versatile! It has great documentation! It can be used even if you have LITERALLY no programming experience! (You'll just need to read the doc a bunch) ✨Cons: You can add pictures, but it's a pain. Some games to look at: The Uncle Who Works For Nintendo, Queers In love At The End of The World, Escape Velocity
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Bitsy: Little topdown games! ✨Pros: It's free! It's simple! It's (somewhat) intuitive! It has great documentation! It can be used even if you have LITERALLY no programming experience! You can make everything in it, from text to sprites to code! Those games sure are small! ✨Cons: Those games sure are small. This is to make THE simplest game. Barely any animation for your sprites, can barely fit a line of text in there. But honestly, the restrictions are refreshing! Some games to look at: honestly I haven't played that many bitsy games because i am a fake gamer. The picture above is from Under A Star Called Sun though and that looks so pretty
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RPGMaker: To make RPGs! LIKE ME!!!!! NOTE: I recommend getting the latest version if you can, but all have their pros and cons. You can get a better idea by looking at this post. ✨Pros: Literally everything you need to make an RPG. Has a tutorial inside the software itself that will teach you the basics. Pretty simple to understand, even if you have no coding experience! Also I made a post helping you out with RPGMaker right here! ✨Cons: Some stuff can be hard to figure out. Also, the latest version is expensive. Get it on sale! Some games to look at: Yume Nikki, Hylics, In Stars and Time (hehe. I made it)
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engine.lol: collage worlds! it is relatively new so I don't know much about it, but it seems fascinating. picture is from Garden! NOTE: There's a bunch of smaller engines to find out there. Just yesterday I found out there's an Idle Game Maker made by the Cookie Clicker creator. Isn't life wonderful?
✨more advice under the cut. this is Long ok✨
ENGINES I KNOW NOTHING ABOUT AND THEY SEEM HARD BUT ALSO GIVE IT A TRY I GUESS!!!! :
Unity and Unreal: I don't know anything about those! That looks hard to learn! But indie devs use them! It seems expensive! Follow your dreams though! Don't ask me how!
GameMaker: Wuh I just don't know anything about it either! I just know it's now free if your game is non-commercial (aka, you're not selling it), and Undertale was made on it! It seems good! You probably need some coding experience though!!!
Godot: Man I know even less about this one. Heard good things though!
BUNCHA RANDOM ADVICE!!!!
-Make something small first! Try making simple: a character is in a room, and exits the room. The character can look around, decide to take an item with them, can leave, and maybe the door is locked and you have to find the key. Figuring out how to code something like that, whether it is as a fully text-based game or as an RPGMaker map, should be a good start to figure out how your software of choice works!
-After that, if you have an idea, try first to make the simplest version of that idea. For my timeloop RPG, my simplest version was two rooms: first room you can walk in, second room with the King, where a cutscene automatically plays and the battle starts, you immediately die, and loop back to the first room, with the text from this point on reflecting this change. I think I also added a loop counter. This helped me figure out the most important thing: Can This Game Be Made? After that, the rest is just fun stuff. So if you want to make a dating sim, try and figure out how to add choices, and how to have affection points go up and down depending on your choices! If you want to make a platformer, figure out how to make your character move and jump and how to create a simple level! If you just want to make a kinetic visual novel with no choices, figure out how to add text, and how to add portraits! You'll be surprised at how powerful you'll feel after having figured even those simple things out.
-If you have a programming problem or just get confused, never underestimate the power of asking Google! You most likely won't be the only person asking this question, and you will learn some useful tips! If you are powerful enough, you can even… Ask people??? On forums??? Not me though.
-Yeah I know you probably want to make Your Big Idea RIGHT NOW but please. Make a smaller prototype first. You need to get that experience. Trust me.
-If you are not a womanthing of many skills like me, you might realize you need help. Maybe you need an artist, or a programmer. So! Game jams on itch.io are a great way to get to work and meet other game devs that have different strengths! Or ask around! Maybe your artist friend secretly always wanted to draw for a game. Ask! Collaborate! Have fun!!!
I hope that was useful! If it was. Maybe. You'd like to buy me a coffee. Or maybe you could check out my comics and games. Or just my new critically acclaimed game In Stars and Time. If you want. Ok bye
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glitteryavenuefart · 1 year ago
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So for the website I'm working on, I have the ear marking for mature and adult content. But I am wondering how I should represent it visually. Any ideas?
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omeletcat · 1 year ago
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ALRIGHT so this is what the ui would look like if i use the current hp design, the centre balls are the energy meters that keep track of the players magical energy. the green balls are the health points, in my game you can switch between 2 characters so thats why there are 2. BUT im not sure about it. the green is just.. off i can't put my finger on it exactly but i don't think it fits. the ball idea works but i have a bunch of other ones too
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like this more bar like design and that .. blob design? idfk. i tried red and some other colors and maybe i should use the same colour as the soul.
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maybe a more white ish colour? im rlyy unsure what do y'all think, also i noticed that i ask for advice/critique on a lot of my post and realized i am just rly bad at making big decisions for my game and asking others just helps me get an objective vibe of what is good and what isn't
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wirewitchviolet · 2 months ago
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Sudokuvania: Digits of Despair is one of the most impressive works of pure game design I have ever seen.
Before I say anything else, I am going to be talking about a game that is VERY new and has pretty terrible search optimization, so in case this blog post somehow came up near the top of results for someone, here is the as-of-this-writing-current 1.02 release, and for good measure, here is the official FAQ page with the full version history, any future patches, and an FAQ for some of the more confusingly worded stuff that crops up later into the game. Now on with the praise-heaping!
So... Sudokuvania pretty much exactly what the name implies. It's a -vania, that is, a Metroidvania, and specifically one styled after one of the ones that's actually in the latter Castlevania series so that naming convention actually makes sense. Exploring a big castle, fighting bosses, getting various items letting you explore more areas, maybe breaking out of the borders of the map to find cool secrets here and there.
Also, it's a variant of sudoku. And I don't mean someone sat down with some videogame designing toolkit and made a videogame where some of the gameplay is solving logic puzzles on a grid you fill with numbers (I mean, I guess technically I do). I mean that link to the game I posted takes you to a website with a little built in standard app for solving sudoku puzzles and weird variations thereof, and the particular puzzle it's pointing to, somehow, manages to have a big map to explore, boss fights, special items that give you new powers, NPCs, and for good measure, fog of war. It is, again, an absolutely amazing hacky thing and I'm flabbergasted at how well executed it is. Now you're probably wondering how that even works, and that's why I'm writing this big gushy blog post. Here's what you see when you first load it up:
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You're going to notice there is some absurdly small and kind of important text you can't possibly read, and that's because again, this is kind of a hacky thing this site so was not designed for. So it's kind of annoying but if you access this through the proper introduction page, it'll explain that the first thing you need to do is click the little gear icon in the floating tool palette, toggle on Visuals: Draw arrows above lines and Disable emoji replacement, then scroll all the way down to Experimental and turn on Test Large Puzzle UI. That enables you to zoom in and out with the scroll wheel, and right-click drag to pan around. It's... a little clunky because again, this website was NOT built for this, but tada, now you can zoom in, read the text, and start solving at a reasonable size. Then there's a couple gameplay concepts it does its best to explain, but... most people I've shown it to myself included needed extra explanation of a couple important early concepts. So let me just do a little color coding here to make this easier to get...
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The map is not, in fact, one great big grid. It's 9 squares (and one rectangle that's not quite square over on the east side). Each of these is its own 9x9 Sudoku grid (well, the starting one is 6x6 and has those mutant 2x3 cells instead of the usual 3x3, and there's that weird eastern mutant). If you're solving stuff in one square, you completely ignore everything outside that square, except for where they overlap, in which case the numbers you're placing have to fit for both puzzles. So if we look at the light grey/green intersection on the left, those three overlap cells respectively can't be 4 6 or 5 (and whatever use you deduce in the grey box, but the pure green cells completely ignore all that, you're just focusing on the green 9x9 (which is going to have the overlap as a starting point, naturally).
The next bit that through me off a ton is the way fog of war works. Let me reasonably zoom in and do a little solving here. One second...
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Here's the whole starting area all marked up to hell like you do when you're kinda bad at Sudoku and don't know how to spot a starting point. Penciling in little numbers in the corners. You'll also notice a that... most of the map is covered in this dark grey fog of war. A lot of in-game stuff mentions that you shouldn't go clicking out into the fog of war, because it'll show you names of later areas and preview certain special rules and all, but that's talking about clicking WAY off from what you can see. You are 100% allowed to solve stuff out in the fog of war, and it's pretty stingy about de-fogging. Don't go blindly guessing because then you can maybe end up sequence breaking but... yeah. Sorry I'm spoiling the Front Gate, it's basically the tutorial though. Anyway, first move is obvious, only one place we can put that 6, and suddenly...
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Tada, important space so it rewarded us with a little fog clearing. You can also see that this will handily point out stuff in your pencil notes that can't be true, but only if A- it's untrue for standard sudoku reasons not special stuff, and B- it's not in the fog of war (or on the other side of some. You also maybe noticed that weird green thing under that first hint 6? That's something we need a tool for, you don't worry about it until you have that tool. Solving this out some more...
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Little more de-fogging, both of the puzzle area and the margins where we're getting new information on playing the game in general. Now right here if you're observant, you'll see that bottom right corner has to be a 6. It's out in the fog of war, but you can mark it if you know what it is. And...
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I was cropping it out before but the big purple number pad is always floating off to the side there, and the green text box over it, which among other things has an area name and flavor text for whatever grid you're in. This won't ALWAYS happen when you place numbers in fog of war, but there was a trigger on this 6 to load in a little piece of the first real area, and oh hey, we unlocked "Guide THERMO!" That's our first tool, and it's described up in the upper left.
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So tada, from here out in addition to standard sudoku stuff, you've got these "bronze Guide THERMOs" that show up here and there and have this extra rule. You basically never get free numbers in the grid past the Front Gate, it's all slow-marching into new areas using what you're bringing in plus some easy starting examples of how your new tools work, plowing on from there. The fog of war is pretty stingy but it keeps you focused. You'll also notice the rules here mention bosses, all the 9x9 ones have one. It's clearly marked, and you should PROBABLY expose it from the fog first, but any time you're in the area really you, if you scroll around in that green text box or hit the rules button when in a grid, there's a link you can click to go fight it. The boss fights are all separate puzzles (site's good about auto-saving so don't freak out if it takes over your tab and you have to hit back after). These are very themey, sometimes VERY evil (especially boss #1, feels a bit overtuned) self-contained 9x9 puzzles, probably using the same tools their area is themed around, and I don't think there's a single pre-placed number in any of them. Beat the boss puzzle, it gives you some flavor text and a number to place in its cell back in the main castle puzzle, plug that in and you're always going to unlock something cool. Usually a new item, sometimes other weird stuff, and it just goes on like that.
Don't expect to be able to fully solve a given grid in one go. It's a Metroidvania, backtracking is expected. Even if you've fully de-fogged a grid, later stuff might reward you by straight up adding new symbols you couldn't see before or doing weird stuff with fog. It IS all solvable with pure logic... but there ARE a few places that do that thing I hate in tougher sudokus where you just kinda have to pencil in in a different faction and explore 2 possible futures for a bit to see which eventually contradicts itself. And of course the last couple of grids do some really evil mind-bendy stuff.
But yeah aside from a couple gripes where the way a tool works could maybe be a lot more grammatically clear, that first boss being a lot to deal with as you're first getting your feet wet, and a particularly cruel twist later on, I don't really have any complaints. Well, it might need a cool soundtrack. Maybe play some Castlevania music. Maybe switch it up for some real proper boss music when you're nearing victory.
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Again I am just completely blown away that someone made something so meaty in a standard sudoku site's normal UI, and really managed to make it feel so much like playing a DS Castlevania. Some real proof of game design being an art form here. And now you too can just completely lose a day or two to it!
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orteil42 · 6 months ago
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hey! if you've been following me for my game dev stuff here's an end-of-year summary
i would've liked to release a lot more things this year but between me moving and other life events i've been a little tight on focus and that's before accounting me being just very slow as a person!
nevertheless, here's what's been accomplished this year:
Cookie Clicker android update - this one was a LONG time coming and is the main reason i'm not writing this year off as unproductive. i've put a lot of care and time into it and i can say i'm proud of that release. some of it will help improve Cookie Clicker on web and Steam in future updates, ie. full offline idling and UI rework. a second, sizeable mobile update is planned at some point later to add sugar lumps, minigames etc
substantial headway on Cookie Clicker's dungeon minigame! it's been a lot of gameplay + layout tests, some resulting in design dead-ends ie. this whole "making the world map in Blender" notion i had. it's regardless seen the most progress it's had in a long time; i'm hoping next year will have me keeping my ambitions in check and keeping it simple enough for a proper beta release. sorry i couldn't make it happen this year again!…
various prototypes that started off as minor side-projects for a laugh or as code warmups but turned out oddly solid? i'd really like to keep pursuing some of these next year to the point where i can start showing off screens and playable alphas. said prototypes include an embeddable music composer/player, a painterly mini-photoshop and some kind of Pokemon-lite with level editor, all browser-based
a good amount of other behind-the-scenes Cookie Clicker-related stuff i'm hoping i get to disclose next year
2025 will see me starting fresh in a new town and hopefully with a steadier outlook on the way i get things done. i've started a good amount of new stuff this year that i'd like to finish in the next one. i'm writing this when i should be packing to visit my family for christmas i'll be right back
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