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#game dev update
omeletcat · 14 hours
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i can't be the only one that doesn't remember gwimbly having a fucking tail?? i played all his games and never noticed this wtf??
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smilestrawbunny · 2 months
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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! 🍭🧸
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nightmare-castle · 9 months
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I want this game so bad, but I can't figure out how to download it. ;-; how do I download this game?
Man, me too…
When the game is released, there will be a download link posted here and on GameJolt. Probably itch.io as well.
I suppose this is probably a good time to reveal that the game release will no longer be a demo. I am working on completing all of Chapter 1, which is seven days of the game storyline (in classical visual novel format). The demo was originally just Day One, but considering how much material we’ve finished over the last two years, and the multiple enhancements/redesigns like animated sprites and new scripts we’ve worked on, I concluded that doing a full release of the completed first chapter of the game would be best - and only fair, since y’all have been waiting for so damn long.
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neonrain-dev · 2 months
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CRT testing for fun.
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glugslove · 2 months
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Adding mechanisms like doors and bridges
you can also transform these with magic
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louieferhanil · 2 months
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little thing i did today
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justydrawz · 3 months
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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
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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
Where can I play? In browser on itch.io
Is it a romance? Yes
Do I play as Y/N? Nope you play as Moon
But I no no wanna ):. 👏👏👏
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cultofgalaxy · 5 months
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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!
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beeandbearsstudio · 9 days
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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
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regrowal-the-game · 1 month
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I've also been working on a *lot* of new UI elements and mockups lately, here's a few of them! *(please ignore the aseprite font- it's not our actual font in game and looks kinda wonky on the mockups)
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(Ignore the totally-normal-mannequin standing in in the place of the player model at the moment.)
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Some WIP UI's (the last screen is the current state of the main menu and has our current menu/text font) -@recusantalchemist
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recusantalchemist · 1 month
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Updated the Globe (...Cube?) uhh Planet model- and the Orrery. Good morning by the way, everyone. Someone throw a monster or some coffee at me please.
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omeletcat · 2 months
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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 !!!!
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tia-indie-dev · 7 months
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update
Im currently working on a fps, I got player movement, shooting and enemy ai working :D
I'm currently polishing this stuff as good as I can, but its not easy tbh, I never made animations and this stuff before, so mixamo is a good help
I'll soon release some game dev challenge videos on my yt channel with other develpers, this'll be fun :)
I'm going to post some pictures of the game in a few days, I just have to figur out how to make line renderer look cool
have a good day
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nightmare-castle · 11 months
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I kinda lied. This is another smaller update, because...
*cries silently*
Ahem - for some reason ClipStudio Paint did not like my old GPU. I fought and struggled with it for a year - sometimes it would display the correct resolution of an image, sometimes not. Brushes were just straight up broken most of the time. Exporting to any format was a nightmare as it wouldn't preserve quality. And forget anti-aliasing. It was either jagged edges or blur.
So when I managed to finally get everything colored and put into Live2D Cubism, it was a fucking mess, to say the least. Small mistakes or lack of quality is amplified a hundredfold in Live2D, and needless to say, with poor quality, incorrectly rendered files coming out of CSP when animated looked like hot flaming pixel garbage.
You can see the difference in the screenshot above, where I've opened the sketch image for Nightmare's sprite redesign from CSP into Medibang. All that shitty blurry worthless detritus is CSP, and the smoother lines drawn over are in Medibang. These two files are the same canvas size (4500 x 7200) and resolution (350ppi). The difference is ridiculous. I have a new GPU in a completely new PC now, and CSP works correctly more often but not always with my new hardware. So I'm abandoning it completely. Which sucks, because I did upgrade to 2.0 EX and paid for it. Waste of money and time.
So what does this mean for the game? It means I have to do all of the sprites over. Again. Which is a huge setback and so, so many hours of work. Each of these sprites, while I only have to do the art once for each, is extremely tedious with a zillion layers per sprite with all the little details and articulated pieces separated out. And then I have to go back into Live2D and re-map these new sprites to the animations, test everything, implement them in Unity, replacing all of those old sprites, reworking the code, testing, testing, and testing some more.
So it's gonna be a minute before I can do that big juicy update I wanna do to show off all the redesigned elements of the game. BUT IT'S GOIN', Y'ALL. Slowly but surely. We're getting it done.
also yes he no longer has the stupid jacket his emo phase is over he grew up and put on an old man sweater you're welcome
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raiverratz · 2 months
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I don't have a clue of what I'm doing
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studiofirlefanz · 1 month
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youtube
What 2 Years of Game Dev look like! ✦
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