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Work Update 29/09/2024!! 🌿: We're glad to announce that the sprites for Bill have been almost finished!! Including his Live2D animations in-game, having multiple reactions to what you can say to him :3 🌿: All of this is thanks to our friend @natchine-blog!! Who just joined the team, Nat has been in charge of the Live2D animations and some twitching to backgrounds. 🧶: "I was just going to help them with 5 smol animations, I dunno how i got here,,,"
🌿: Estamos felices de anunciar que los sprites para Bill están casi listos!! Incluyendo sus animaciones dentro del juego, tendrá multiples reacciones para lo que quieras decirle :3 🌿: Todo esto fue posible gracias a nuestra amiga @natchine-blog!! Quien se acaba de unir al equipo. Nat se ha encargado de las animaciones en Live2D y algunas correcciones dentro de los fondos.
🧶: "Yo solo iba a ayudar con 5 animaciones cortitas, no se como llego a esto."
Posted By; 🌿
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Might Of The Meek Devlog #6
So since the last update, the systems for cards is basically 90% done. There's deck limits, equipping and replacing cards, and your hand refreshes when you edit your deck. UI functionality is in, it registers the names and descriptions of the cards and all... yay!
I've since made Bauble Barrage specifically work, just to test whether the cards know what card they are when played + whether the code works. It does! I'd say that's a success
There's probably better ways to do... everything I'm doing with this system. But well in coding, if it works it works. I'll optimize it at a later date LOL
Various screens have also been getting updates, courtesy of UI design from Brynn and new assets :) They're not final of course but they give me a better idea of the direction of the overall game. Plus I think it just looks neat. (I'm doing a better background in the future, plus I'm still missing a UI element at the top)
So currently I'm doing the final major system of our game, which is Trinkets. These are awarded after you prestiege and will persist thoroughout your runs.
I've been shopping around and trying out different Inventory addons to manage, since we want to do a grid-like system. I'm also coding a different way to RNG properties for items and such based on the item and rarity... It's baby steps!
Using Gloot by Peter Kish. It's early days!
That's all for now :) I'll try to be more consistent updating these in the future ^_^ Trying to find a balance...
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New PokeyPoke devlog about my trip to Gamescom!
Shout outs to GameMaker for having me along, and @wangleline for recording lots of useful footage!
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Feb. 29th 2024 PSA: I rebranded!
Hello, gamers, devs, writers, and gaming enthusiasts!
I have some special news:
I rebranded from ClariLaGames to clarismakesgames as of today, Feb. 29th 2024!
I've also made an official website where you can follow me and my work as well!
You can check it out here: https://clarismakesgames.com/
I plan to post a new devlog on the website explaining these changes and updates tomorrow, March 1st 2024.
Stay tuned for more details! Thanks for your patience!
#devlog#indie game dev#indie game writer#game writing#game writer#game dev#game devlog#rebranding#psa#claris speaks
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In this Nay Saga devlog, I finally finalized the card design so I talk about how I landed on that final design.
#my art#artists on tumblr#tumblr artists#the nays#characters#art#gamedev#game dev#game devlog#game development#game design#game dev blog#blog#Nay Saga
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Alpha 0.2 is out ^^
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I like how this NPC come out on the look and yes this one is a reference from the legend of zelda majora's mask.
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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
#auroras originals#auras originals#game dev#indie dev#indiedev#game development#gamedev#pixel art#pixelart#godot engine#shaders#devlog
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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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is it a date sim? (´・ω・`)
🌿: Yes and no. You see, while there is a posible route for a "dating" ending, the history will be focused on the possibility of interacting with Bill by making an "empty" contract. Because of this, most of the endings are more lore focused than forming a relationship. In addition to this, getting a possible dating ending requires certain specific choices made. So yeah, not really a dating sim, but it could be if you make the right choices, if that's not your cup of tea, it can be a perfect "What if?" visual novel :)
Pregunta: "¿Es un simulador de citas (´・ω・`)?"
🌿: Si y no. Verás, Si bien es posible tener una ruta de "cita", la historia estará mayormente centrada en la posibilidad de interactuar con Bill mediante un "Contrato Vacío". Por esto, la mayoría de los finales se centran en el Lore que formar una relación.
Además, conseguir un final de cita/relación requiere decisiones específicas en el transcurso del juego. Así que sí, no es realmente un simulador de citas, pero podría serlo si tomas las decisiones correctas, si esto no es de tu gusto, puede ser una perfecta historia de "¿Qué pasaría si...?"
Posted by; 🌿
#gravity falls#visual novel#date sim#game devlog#bill cipher#Nightmare Vacations#ask game#gravity falls bill
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hello, let's do this! Devlog #8!
Biggest of all: reworked secondary system! Complete overhaul, as you can see below the colors of primary pelts have been adjusted alongside this, the design of the secondaries, although just as bad, are different. The new system simply sprites for each of the secondaries with the fur red and the secondaries blue. It then in-game replaces those colors with your requested pelt/secondary color! This fixes the old bug of secondaries displaying over objects like trees.
Smaller but as important is the display, on the left of the character creation screen is a small panel displaying information on your selections, it was displaying information in the wrong place and that has now been fixed.
Desktop and mobile icons for the game have also been added, however they are temporary, it was only a button press so I did it because I could.
A GAMEPLAY RELATED FEATURE, burying prey, in the future birds will steal unburied prey (and maybe even other cats!) so you can now bury and unburry them for safe storage! In the inspiration, cats bury prey a few times as a method of catching more prey and quickly circling back to collect in a time efficient manner, and now you can do the same.
When you scared a mouse, it would dash away, however if you followed it long enough it would just stop moving. I fixed the code and now upon fleeing they will delete themselves after leaving the screen! Happy hunting!
Another gameplay mechanic is *rotting prey*, you see after uneaten food is left out for a few days it will rot, when eating rotten food you'll gain hunger back as well as take damage
Later these could foster disease, however for now they just disappear after a couple more days.
Along with the new gameplay changes a lot of progress has been made in the level of the UI section, although very close to finished it is not soon maybe tomorrow it will be and I'll be able to share it in the next log.
And finally a little bit of very easy news I finally got back into the Reddit account therefore the same log post your reading will be posted there accordingly,
Sorry if this one is shorter than usual, motivation is lacking and it's been tough in general. However I still love this pet project and will continue as I live.
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Haven't worked on anything recently that's in a state I can show off yet, but here are some of my favourite sprites so far from the larger enemies.
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[ENDED]Darling, Darling... Dead? - GAME KEYS GIVEAWAY 🤩[ENDED]
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]!
#ddd#Darling Darling... Dead?#devlog#amare#amare game#romance visual novel#visual novel#indiedev#gamedev#vndev#yandere
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Feb. 13th 2024 Devlog: "Lonely Campground" is now LIVE!
Two devlogs on the same day!?
Yep. Yep, there are two.
I just submitted "Lonely Campground" for Untitled Game Jam #88 based on the theme "Abandoned!" The game was made using RPGMaker MV.
You can click here to check it out! It's very short, but I hope you enjoy playing it!
#game jam#game dev#indie game dev#devlog#game devlog#feb. 13th 2024#claris speaks#Lonely Campground#rpgmaker#rpgmaker mv#game jam submission
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In this week's Nay Saga devlog, I talk about how I redesigned the card layouts and organized character art.
#my art#artists on tumblr#tumblr artists#the nays#Nay Saga#game dev#game devlog#game dev blog#game development#game design#devlog
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*crawls out of the bear den* I'm awake! Oh, my God, I missed so much. Well, without further ado: The post that inspired me to do this mini project. Author AU - @keferon. TileMap - combines three mechanics I added, + one bonus.
*вылезает из медвежьей берлоги* Я проснулась! О боже, как много я пропустила. Тогда без лишних слов: Пост, который меня вдохновил на этот мини проект. Автор АУ - @keferon. TileMap - объединяет три механики, которые я добавила, + один бонус.
Mutual_help
Swerve and Blurr are now able to pick each other up and carry each other. When Swerve picks up Blurr, his jump height is reduced. When Blurr picks up Swerve, his speed is reduced and he can only swim left to right, as he has to swim carefully (Swerve can neither breathe underwater nor swim)
Теперь Сверв и Блёрр способны брать друг друга на руки и носить. Когда Swerve берёт Blurr на руки, то его высока прыжка уменьшается. Когда Блёрр берёт Сверва, то его скорость уменьшается и он может плавать только влево-вправо, так как плыть надо аккуратно (всё же Swerve не умеет ни дышать под водой, ни плавать)
Also made it so that when one character lets go of the other one, Swerve is lowered to the nearest ground and Blurr into the nearest water. P. S. At the moment only Swerve is ready to solve puzzles. Blurr, on the other hand, is useless for that for now. I plan to add the ability to move objects underwater, but I'm still thinking about it. I don't really support Blurr in a backpack, although I realise it makes sense. I feel sorry for Blurr and the backpack.
Так же сделано так, чтобы, когда один персонаж отпускает другого, Swerve опускали на ближайшую землю, а Блёрр в ближайшую воду. P. S. На данный момент только Сверв готов решать головоломки. Блёрр же пока бесполезен для этого. Я планирую добавить ему возможности перемещать предметы под водой, но пока думаю ещё. Я не особо поддерживаю Blurr в рюкзаке, хотя понимаю, что это логично. Мне жалко Блёрра и рюкзак.
!Swerve in water!
I've known people in my life who couldn't swim, but could still doggy swim. So why can't Swerve do that, especially when his life depends on it? There is currently no time limit, so Swerve can stay in the water for at least the rest of his life. However, I plan to add HP, and with it, sham damage that will accumulate while Swerve is in the water. And when it is equal to or greater than the current HP, Swerve will drown. Game over. Consider this a game convention. In reality, of course, Blurr still has a chance to save him.
Я знала в своей жизни людей, которые не умели плавать, но всё равно могли кое-как плавать по собачьи. Так почему Сверв так не может, особенно когда от этого зависит его жизнь? На данный момент нет ограничений по времени, так что Сверв может пробыть в воде хоть до конца жизни. Однако я планирую добавить HP, а вместе с этим и мнимый урон, который будет накапливаться, пока Сверв в воде. И когда он будет равен или больше нынешним HP, то Сверв утонет. Game over. Считайте это игровой условностью. В реальности у Блёрр, конечно, ещё есть шанс спасти его.
P.S. For the moment, temporarily Swerve is teleporting to land. This will be finalised later. | На данный момент временно Сверв телепортируется на сушу. Это будет доработанно позже.
Enemy | Враг
He is currently sprite-less and animation-less. He can start chasing the player and, depending on what surface he is on, his speed, and the direction he can go, changes.
На данный момент он без спрайта и анимации. Он может начинать преследовать игрока и, в зависимости от того, на какой поверхности он находится, его скорость, и направление куда он может идти, меняется.
Also, if an enemy is chasing Swerve and falls into the water, it will, temporarily, teleport closer to Swerve. In the future I will make it smoother to move up to Swerve. But for now, this is how it is for now
Так же, если враг преследует Сверва и падает в воду, то он, временно, телепортирует поближе к Сверву. В будущем я сделаю более плавное перемещение до Сверва. Но на данный момент так пока что
Car | Машина
The machine is an analogue to the very platforms in platformer games, which are destroyed a while after you touch them, and then reappear.
Машина - это аналог тех самых платформ в играх-платформерах, которые уничтожаются через время после прикосновения, и потом снова появляются.
The project uses | В проекте использовался:
Parallax
TileMap Water
TileMap for bilding
Godot 4
#apocalyptic ponyo#swerve#blurr#transformers#devlog#Slow game development#русский тамблер#русский и английский текст#Russian and English text
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