#love2d
Explore tagged Tumblr posts
Text
It isn't pretty (or long or hard) (I probably won't even bother to upload it anywhere), but I made a physics based game about trying to get your penis in the hole (mostly bc I wanted to try out gyro controls).
Five levels. Shaft gets shorter with each level.
2K notes
·
View notes
Text
Madlum has a steam page now yipee! I plan to have a demo out sometime next year.
36 notes
·
View notes
Text
Who said the apocalypse couldn’t be fun?
DOOMSDATE: I Accidentally Summoned The Four Horsemen Of The Apocalypse And Now They Want To DATE Me??? is a short visual novel about getting to start the apocalypse alongside the four horsemen. You know, the ones from the Bible.
Get to know each of them, and choose who you want to spend your doomsday with now!
A kind of weird, not-quite-dating sim from Stratoswing (StormCat, squazz13, zephyreds). Play now on itch.io!
Made for the PIGSquad Narrative Summer Slow Jam.
#visual novel#indie game#vn#indie dev#interactive fiction#if#comedy#funny#summer slow jam#game jam#game dev#game development#love 2d#love2d#photoshop#portland indie game squad#please play our game its very silly and fun#mac#windows#web#all three builds!#woo!
353 notes
·
View notes
Text
made collision work for tiles of various shapes and sizes, and made movement a bit smoother. i also added some optional retro effects like the PSX vertex warping and screen palette, though these can be turned off and the resolution can be increased as much as needed.
also have this castle i built :3
8 notes
·
View notes
Text
swinging camera z rot with turn instead of rotating canvas
matrices are pure evil and i hate them
25 notes
·
View notes
Text
Mudborne is here: Discover the Mystery of Frogs

Mudborne launches the nature management sim game onto Linux, Mac, and Windows PC. Thanks to the creative minds behind the title — ellraiser and TNgineers are bringing the magic once again. Which you can find on both Steam and itch with 97% Very Positive reviews. Gamers, it’s time to ribbit up — Mudborne nature management sim launches, and it’s honestly one of the chillest, weirdest little games I’ve ever booted up. Made by ellraiser (one half of the duo behind the cozy bee game APICO) and published by Future Friends Games (yep, the folks behind SUMMERHOUSE and Gourdlets), this one’s all about frogs, genetics, and mystery. And no, I’m not joking — it all works. You start the game waking up from a long frog nap. Your pond? Empty. Deserted. Something’s gone seriously wrong. But you’re not just any frog — you’re the frog. It’s your job to bring life back to this sleepy little world, one hop at a time.
Mudborne is officially STEAM DECK verified!!! 🐸🐸🐸 pic.twitter.com/tIlv2qUdl4
— TNgineers ��🐸 making Mudborne! (@tngineers) March 26, 2025
So, what does the Mudborne launch actually have you doing? You collect frogs. Then breed frogs. You make new frogs by mixing their genes together like some kind of swampy mad scientist. It’s part crafting sim, part puzzle game, part frog fantasy. There’s a whole mechanic built around experimenting with frog DNA to create new species, each with unique traits — some useful, some just vibey. And yes, before you ask: some of these frogs wear tiny hats. Not joking. Peak GOTY energy right there.
Mudborne launches NOW!
youtube
But it’s not just about playing frog dress-up. Your froggy creations help you uncover secrets and also power up machines scattered around the pond. You’ll be hopping between the real world and the dream world, solving little puzzles, growing magical mushrooms, and figuring out what the heck happened while you were snoozing. The tone is cozy, but don’t let that fool you — there’s a deeper mystery lurking beneath the water’s surface. Why did everyone disappear? What’s hiding in the dream realm? Why is everything just a little too quiet? Look, if you’ve ever wanted to be a frog — and let’s be honest, who hasn’t? — Mudborne launches on both Steam and itch, it's also calling your name. The nature management sim is just $7.99/ £6.69/ 7.79€ on Linux, Mac, and Windows PC. It’s got the kind of weird, charming energy that’s perfect for weekend gaming.
#mudborne#nature#management sim#linux#gaming news#ellraiser#tngineers#ubuntu#mac#windows#pc#love2d#Youtube
7 notes
·
View notes
Text
Low-Poly mecha pvp game, Drift Shell is back in development and further ahead than before! The game's has been ported from Unity to my own 3D Game Engine built on top of the love2D framework. That was 1 years worth of work making the game engine and porting Drift Shell.
I'm happy it was chosen to have a showcase booth spot for an upcoming indie game's festival event!
A public local multi-player alpha demo is available to play: https://s1aps.itch.io/driftshell
Online play will be implemented later this year for testing.
I will need play-testers help soon for online play feedback.
17 notes
·
View notes
Text
Tic Tac Toe on an infinite grid
For the past 2 weeks i've been working a on a game of Tic Tac Toe but with infinite grid, more tiles, more mechanics and such. Here's the current look of the game (without gui):
and yes you can go as far as you want, game generates the map infinitely while also saving tiles left behind. You can also zoom in and out to view way larger area of the map.
Players change turns placing X and O or interacting with special tiles and also destroying opponents tile.
There are currently 7 main tiles excluding their variants (20 in total):
O and X
Combination of O and X that looks like this: ⦻
Toggle tile that can be toggled between O and X
Wall that acts like indestructible tile and doesn't allow any other tile to be placed on top
Only X and Only O tiles that basically let only O or X to be placed on top
Shield tile that permanently protects any tile placed on top
Junk tile can be removed at a cost of a turn
Also there is a huge menu dedicated just for customization of the game, such as:
how many tiles there has to be in a row for it to count
map generation
wall that surrounds whole map and can be expanded which forces players to play in one area
can player destroy other cells
and much much more
note: that this menu currently can only be accessed by editing source code in main.lua but you can edit map generations features and enable debug mode by pressing number keys (1-6 and 0)
Early version of the game is available to download HERE
9 notes
·
View notes
Text
Version 1.0.8 is out now, and like it says on the art by @teoft above, it brings a few new features! Read the full announcement post on Steam or Twitter/X.
37 notes
·
View notes
Text
Tinkering with my personal website again
Above screenie is zoomed out to capture everything. Anyone wanna guess which blinkies I made? Also, the Twitter blinkie just takes you to my BSky lol (on purpose).
Several of the images were put together by me! I can teach pretty much anything in tech, this is just the stuff that I thought of.
I made the floppy-disk icons myself, with some help from wifey on getting the text to render as part of the SVGs!
#personal website#web development#vaporwave#love2d#pico8#personal finance#tutoring#math tutoring#math teacher#computer science#computer science tutoring#game development#electronics design#pcb design#learntocode#machine learning#artificial intelligence#ai#ai development#data science#unity engine#godot engine
2 notes
·
View notes
Text
Spent the past week working on a small visual puzzle game, "Synthesis", for my LÖVE Jam 2024 entry!
The theme was "interface" so I couldn't help making something - I wanted to make a bit of an abstract puzzle game where the player isn't taught any controls and has to learn through trial and error You can try it out here!
Definitely had a few moments where I worried about it not being fun, and there were a few older module designs that were not really skill based and instead you'd just spam through the options, which was frustrating
But managed to come up with something that I think is a nice balance of getting the player to experiment and showing certains hints so you don't get too annoyed
It was also my first time doing music for a game so.... enjoy that!
Thanks to the LÖVE community for putting on a lovely jam, and be sure to check out all the other entries when the jam finishes tomorrow!
#wasnt planning on doing anything for the jam this year#but then they announced the theme as “interface”#which is like#very much my jam#was nice to take a break from the APICO stuff too as thats been grinding me down#hope you enjoy!#love2d#pixel art#game development#game jam
9 notes
·
View notes
Text
I've been messing around with making a Super Monkey Ball clone. I'm calling it Super Girl Balls. All that I really have left to do is to put a girl in the ball (girls are stored in the balls).
229 notes
·
View notes
Text
Hey! I'm back to talk a bit more about alpha tested image rendering!
This is a continuation to my previous post, so if things are not making any sense you can go back to that one and take a look ;)
Just a little recap about my arbitrary goals, I want to draw a circle on the screen (and maybe generalize for more shapes in the future!) using as base a small texture like 16x16 to a bigger size, lets say 256x256.
the setup we ended last time with was:
generate a 16x16 texture that is: - black if the center of the pixel is inside the circle - white if the center is outside
magnify the texture using bilinear scalling (interpolating the inbetween pixels with the nearest 4 linearly)
alpha testing the resulting image to get sharp corners instead if blurry areas
The astute among you may notice that the final image does not look like a circle at all, I mean, it is less blocky, and less blurry, so an improvment for sure, but we can do better.
The key thing to notice is that by applying those steps to the image to upscale it, basically we redefined how we are describing our shape, instead of a pixel directly describing the color we want to paint, we end up with something more like describing a shape by a math equation, wherever this math equation is bigger then 0.5 we are inside our shape, and wherever it is smaller then 0.5 we are outside our shape
Noticing, this we may do some cool things with the first step, If we know that what we care with the image is the position of the resulting 0.5 (grey) contour, we can paint our initial pixels in a way so that when we scale our image with the bilinear interpolation we get an isoline that better represents a circle
One method that is very common is to paint each pixel in the original image with the distance to the nearest point in the shape.
there is just a few problems that we have two big problems with using this:
The distance defines our shape as the exact point where d = 0, and since we are sampling points and linearly interpolating we end in the border interpolating something between 0.02 and 0.03, so we are never getting a perfect zero, maybe the best we can do is consider as zero anything smaller than some arbitrary epsilon, and end up wiht something like this for the border:
We also cannot easilly differentiate what is the inside and outside of our shape, in our previous technique we could just check if the value in our scalled image was bigger or smaller than 0.5
there is a technique that kinda solves those two problems, and it is so useful in so manu areas that it gets its own name it is Signed Distance Fields (or simply SDF)
the idea is that we do the same thing that we did before, but now, if the point that we are looking at is inside the shape we say that the distance is negative, so now:
Near two points in the border we are interpolating between something like 0.02 and -0.03 so it clearly will always passes trough 0
to check if we are inside or outside our image we can just check the sign!
well, let the result speak for itself (in this case, i draw positive values as shades of purple, and negative as green)
and now, our border, is way better defined as well!
Nice! now our circle is looking way more circular now, and we are still only using our old 16x16 texture!!
Well, actually there are still a few small things that we can improve, the first thing is that our texture color values only go from 0 to 1, so we had to cheat a little using an rgb texture so we use different colors for positive and negative values (we also, also divide the distance by the size of the image so we never actually get smaller than 0 or bigger than 1), this also makes so the bilinear interpolation is a little funky, since it interpolates the channels separetly.
So what actually gets used in games and other media, where this application makes sense is a Pseudo Signed Distance Field, we basically observe that:
we dont care about having precision far from the area where we have borders, so we can clamp our SDF between -2 and 2 pixels from the border for example
we also, dont need the contour to be specifically 0, if we go back to before, and set the border with 0.5 as a value, we can transpose and scale our values from -2 and 2 to to 0 and 1 by dividing by 4 and adding 0.5.
what we get at the end of this is a single image 16x16 image that we can apply the exact same steps that we were doing before, so basically no new "runtime" computation needed and now we get a way smoother circle:
That is a great result, but this is not the end of the road for our technique!
For now all I did was describe techniques that are fairly well known
there are a lot of things to understand yet.
and if we understant better those things maybe we can push the technique forward and make improvements in quality and performance, and maybe get smaller, better looking games ;)
some of the things that I've been trying to understand are:
why specifically did we use the distance field as the underlying way to to encode our shape
what are its limitations
is it the best we can do?
how much can we zoom before we start getting visual glitches?
can we get similar results in a shader with less texture samples?
can we get better results with more?
what are the implications of interpolating with bicubic or biquadratic?
and if we dont use a single value for our isosuface we oculd maybe get lines thinner than a pixel from the original image!
how can we best decide what is the best texture size to encode our original image.
This seems like such a simple sequence of steps, but there is so much more that we can do and so much further that we can push it!
3 notes
·
View notes
Text
For GMTK jam last month, we made this cool little platformer in 4 days. We put a lot of focus into the controls and visuals and it came out really nice!
We placed 190th overall, and 84th in style! Which is pretty good for a jam with 7600 entries ahahaha We could have placed better I think, we lost some points to communication. A little bit more tutorial would have gone a long ways, but the game itself is very solid with fun mechanics.
The theme was 'Built To Scale', which definitely implies more size-based mechanics, but we couldn't think of anything we liked while brainstorming. So we went with 'built' like spaceships and robots and elevators and 'scale' like climbing a big structure. I would've liked to take the theme a little more at face value, but I'm happy with this interpretation of the theme.
The biggest mistake I made was forgetting to flick the 'optimize' Boolean on my function that generates the edges for dynamic lighting, meaning I was looking at *every edge of every tile* instead of only the edges surrounding solid areas.
That obviously caused the game to lag a fair amount in some spots. I won't make that mistake again!
My favorite visual effect is the ambient dust particles, it's pretty subtle but it adds a lot of motion to the screen and helps to set the scene. I used some fun tricks with the color lookup table to make the dust only show up near light sources, which indicates lighting even overtop of the backdrop!
A consistent bug for the entirety of the development of the game was this 'super jump,' where if you threw the core downwards at exactly the same time as you jumped, it would launch you like ten blocks where you're only supposed to be able to jump 3-6. I tried to fix it in a lot of round about hacky ways that never worked, and it even made it into the jam version of the game lmao It made me really look at my underlying physics code after the jam, and fix a real problem with how I was calculating forces. Definitely a good bug to squish.
I can't get another web build of the game to work, for reasons I can't pin down, which is a little worrying! But I still pushed the bug fixes to a windows build on the itch page.
I'm also a big fan of the spaceship I put together, was going for a sort of motorhome vibe, makes a fun little space. I did realize after the jam that I imagined the protagonist was a robot, but most of what I decorated their ship with is a bedroom and a kitchen ahahaha
4 notes
·
View notes
Text
i did collision and a few movement adjustments and some more and some more and wait i think this was supposed to be a survival game,,,
also i changed the stone texture a bit
10 notes
·
View notes
Text
New mini release from me:
tiny creature RPG game
Hardcore creature RPG battler, inspired by a certain popular series of monster catching RPGs.
11 notes
·
View notes