#gdevelop
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loverofpiggies · 1 year ago
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instagram
Hey guys! I'm getting a little more active on Instagram, and posted a lil video preview of the game!
I know overall I've been very hush hush, but I'm happy to announce that I have about 90% of all the maps finished, and about 80% of all the enemies! (that is very much a generalization, I haven't counted how many enemies/maps I've done) Most of the collectables are programmed in as well!
The game is still very much in alpha, BUT once I design the final location (aka the mountains, it'll probably have about 20-25 maps or so!) then I can start working specifically on the plot! Weapon upgrades are in, all character upgrades are programmed, the pause menu is (mostly) finished, just needs some tweaking.
The quiet online is definitely related to game-dev stuff, I'm trying not to spoil too much of it so instead I just go quiet. But even so, I wanted to show a little off!
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snuize · 2 months ago
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HI YALL IM MAKING A GAME
For the final in my computers class we had to use photoshop or illustrator to create a large project, so me and 2 other people decided “yeah let’s make games how hard can it be” only one finished their game (and it wasn’t me…) so it’s in the process!! I’m at the programming stage and it’s taking longer than I thought, but I thought I’d tease a bit of the game for now. I’ll keep updating on here but it will be on my itch.io when it’s done :D
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charlitsblog · 1 month ago
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Car pixel art!
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Quite happy with how this turned out! Definitely needs a bit more work, but this probably took me the longest out of all the backdrops.
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devsniff · 3 months ago
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Platformer Devlog #0
Preface: for my assessment task, I must develop a game using the GDevelop game engine. Therefore, it should be something that can be created in this engine; must be 2d, etc.
My idea is to create a 2D platformer (very original, I know). It will follow a game loop of jumping on platforms (crazy) while being chased by something. This is a very simple and vague idea and I will take inspiration from other games in this genre. Essentially, this is a side-scroller runner game. It will be enjoyable because of exciting movements and mechanics that sync up with the beat / timing of the background music.
Platformer games for inspiration: 'Rayman Legends', 'Hollow Knight'. I could also use the "forced to constantly move forward" rule from 'Geometry Dash'
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yukiicantdraw · 3 months ago
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I was drawing these idiots again after forgetting they existed-
ALSO this weird test thingy I made has been in the back burner for a while now so...
have at you🫴
controls:
left and right arrow keys = movement
space = jump
X = interact and comfirm
Z = progress dialogue
it's pretty janky and wasn't meant to be used for anything but I might as well put it on tumblr ¯\_(◉_◉)_/¯
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soapstine · 1 year ago
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uh uhm uhhh
I made another game :)
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romans120blog · 30 days ago
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Racer Development Post - Scrap Racers
{Week 8}
This week I began building out Scrap Racers, the post-apocalyptic upgrade-based racing game I pitched earlier. The core goal was to take what I learned from the racer workshop and start shaping it into a prototype that reflects the core loop I designed: collect scrap while racing, then spend that scrap on upgrades in real-time.
Track Layout
I started by using the highway asset from the workshop as my base. From there, I added a car sprite that could accelerate forward and rotate left or right. I kept the movement system simple to stay focused on the upgrade loop.
Once the core driving worked, I added scrap pieces as collectibles placed along the road. The scrap is designed to spawn in small clusters so that players have multiple opportunities to build up their score per run.
Scrap Collection and Upgrades
Each piece of scrap collected adds 1 to the player’s scrap total, which is shown in the top corner through a UI text object. Pressing Q allows the player to spend 5 scrap on a speed boost upgrade, increasing top speed slightly. Pressing E spends scrap on a defensive upgrade, which temporarily activates a shield that protects against hazards.
The upgrade system is basic for now, but functional. The idea is to give the player simple choices that have a real impact mid-run.
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Done This Week
Set up car movement and road scrolling
Created collectible scrap system (+1 per pickup)
Scrap counter displayed in real-time UI
Implemented two simple upgrades (speed and defense) using Q and E keys
Placed scrap clusters across the track to encourage choice and replayability
Let me know what you think! E: [email protected]
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alex-game-design · 2 months ago
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Asteroids Devlog
For the tank's movement, I made it rotate towards the mouse position and added a force at the faced angle, so that the tank would move towards the mouse. I had to rotate the sprite to face right as that is registered as the front.
I created a point on the sprite where the missiles would spawn. They would spawn at the same angle the tank was facing and a force would move them permanently in that direction. When the missile came in contact with the tree, I deleted both objects, spawned a patch of virus and played an explosion animation and sound.
I came into an issue where loading the shop scene and then returning to the game level would reset lives, bucks, and infection to their base values. This was easily fixed by removing the 'set variable to' actions at the beginning of the level scene and instead resetting them during the game over scene. This did not impact the first instance of gameplay when booting up the game, as I had already set the default values in the variable editor.
The infection actions that I have programmed seem to exponentially subtract lives instead of slowly depleting them. I may have to scrap the mechanic of having to buy an antidote and instead have the infection stop after a certain amount of time. I may also instead change what the infection does and have it make players unable to buy more lives until they cure themselves. This option seems both the easiest and the one that makes sense for the idea of the game.
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cookie2351 · 1 year ago
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The Curious Case of Hotel Hollow - Assignment 3 Update & Development
For the group assignment Katherine's game was chosen to be developed. The game is called "The Curious Case of Hotel Hollow" and is a murder mystery game.
The game:
"The Curious Case of Hotel Hollow" is a pixel-art style platformer game that brings a good mix of light heartedness and strategy to a murder mystery.
Navigate through the platforms to find the clues to the mystery while utilising your flashlight, newspaper and broom to swat off the ghosts that try to stop you in your tracks.
Be careful though, the more you encounter ghosts, the more spooked you get.
Can you solve the murder before you get too scared?
Group one page assignment submission:
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The clues will be located in different rooms in the hotel and the player must avoid the ghosts or scare them away with their torch. Find the clues to solve the mystery and survive.
Assets I created to be implemented into the game:
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loverofpiggies · 2 years ago
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Hey! Just showing another lil sneak peak on the video game! I have 6 areas with the complete list of enemies already programmed in. I have 8 areas fully done visually, with 4 more areas that have zero work done so far. Each area has a minimum of 8 maps, and a maximum of like, 18. Some maps are huge, some are small.
I've had a few weeks just to stay home and focus on game dev, and most of that focus has been poured into creating enemies and programming better AI. Some of the enemies are still.... very wonky, but most of them have been smoothed out.
Also I wanted to get some input on the particle effect visuals here! I just finished programming this enemy (Toughest so far) and I wanted to know something. When you hit an enemy and do damage, I have the confetti image, but when you hit an enemy and no damage done, I have the shields. Does that come across okay? (Also I know the shields are brighter when you hit the enemy with a sword, then when you jump on the enemy. I fixed that right after recording this)
Anyway, that's about it!
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tonytylerdraws · 3 months ago
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I signed up for GDevelop’s 2025 Game Jam this year despite never making a game.
I’ve fiddled with GDevelop in the past and I just want to push myself to doing things without a fear of failure.
I’ll be keeping my devlogs over at @sketchworks-games
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charlitsblog · 3 months ago
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I dont mean to brag but...
We have music‼️‼️
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ogrekiddo · 3 months ago
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throwback lord of cheeseburgers stuff, really greasy stuff 🍔🍔🍔
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villagelejeu · 3 months ago
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Et voilà, avec la fin de semaine qui approche, je voulais partager une vidéo de gameplay de mon petit jeu mobile, c'est la première que je publie. Hate de le finir pour vous le faire découvrir plus encore.
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asherj44 · 1 year ago
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Playtesting party notes
Today was the playtesting party which resulted in some interesting and valuable feedback about our game, Arctica. Some notes from today include:
Testers quickly figured out the health-bar nature of the thermometer in the corner of the screen, and easily understood that it related to how long they'd been away from a campfire for
The controls were easy enough to understand, although the dash key may need to be changed from shift for ergonomic purposes
Testers enjoyed the sprawling nature of the world, and how they could choose where they wanted to explore (within reason)
The climb mechanic was usable but could be improved
The environment and character were pretty and well designed, but could have their visibility improved by increasing the lightness of the spike colour
In line with these results, we determined the most important fixes to add in future versions of the game would be:
Brightening the spikes so players can identify them visually more easily
Refining the climb mechanic to make it more enjoyable to use, and more functional to explore with
Changing the dash key to something pressable with the right hand, such as the enter key or the right shift key
Overall, it was good to see peoples initial reactions to Arctica, and it definitely helped us identify issues we wouldn't have noticed otherwise, such as the spike visibility and dash key annoyance.
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olivefreezy · 4 months ago
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Getting back into working on a videogame I have, it's a cute game about being a dinosuar alien collecting meat to get through puzzle levels, later on I plan on the player having to take care of a baby they found
Here's a example of gameplay :D (I didn't make the block and smaller dino asset nor the hearts and buttons) sorry for poor quality in recording
I think it's gonna be a cute game but with some creepy aspects, like the attack animation, it's not there for the moment but the dino has a mouth on their stomach that opens up to bite enemies!
I'm open to feedback and or any ideas!
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