Peach - 20+ - i draw after work - they/them www.zealli.com
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when drawing requires you to draw
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I didnt do a devlog for last week because i was too busy to do much but a few friends played what i had so far and i fixed some bugs. Honestly the majority of programming and debugging is in the first half so the second half is almost all writing and making a few maps ! in other news Im purchasing a riso printer , i travelled over the weekend to see the machine, so my self printed zine making arc will begin shortly!
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Header and footer for the summer event im hosting hehe
#hashihime of the old book town#the hanazawa and hakase i had to draw so fast and i think some proportions are off..#the irregular regiment kids one i spent a little more time on but had to rush towards the end#please ignore the flaws 🙏
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devlog week 4
finished adding parallax mapping to austins apartment based on time of day variable
added things to the hill map to make revisiting it more interesting
added talksprites to some interactions
fixed issues with some sprites (riley watch, austin bandage)
added additional dialogue to set the tone
resketched austin talksprite and expressions.
One thing that bothers me sometimes about rpgmaker games is when a chair takes up a whole block and doesnt look tucked in... I ended up putting those on their own layers so I can pass in front/behind them properly and adjust the z value whenever I need to have them sit in the chairs.
I still cant help but feel I am doing a lot of the animation stuff in the most inefficient way possible but I still dont understand.
Im starting to feel bad about the things Im putting these guys through.
With the core game mechanics done and placeholder art in place ive compiled the game and made an exe for my friend to try tomorrow! So that i can get feedback on pacing/storytelling/bugs i missed. Tbh i haven’t gotten feedback on the story like. At all. So it could suck majorly uhh one fear
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Im trying to keep devlogs on friday, i was a day late last week but lets not pretend that happened
I really didnt want to work on sprites at all. Like seriously didnt want to. Pixel art is not my forte and it was seriously killing me
But I did it! I have… two more character walk cycles to do, and then one where austin is facedown.
Stuff i did this week:
- drew at least 30+ sprites
- added animations to when riley collapses in all directions, so if he runs out of energy facing up the animation is different than the one if he were to fall facing down.
- In the event a player runs out of energy at the same time as hitting the explore step limit, prioritize the energy depletion events over the explore step limit ones (as i typed this out i realized i have to make some modifications to the script when i wake up)
- Fixed an issue where moving objects was adding to the step limit during map exploration at a higher rate than intended
I feel like adding the animations to riley falling down when he overexerts himself makes me feel worse and also helps the pacing feel better. I hate how i have to do the animations in rpgmaker though. If anyone decompiles my game and they see the ugly animation sheets im so sorry. I still only vaguely understand how to do it.
I need to fix rileys work uniform sprites because i forgot to add a his watch on one arm and when i flipped it i forgot to remove the watch haha uhhh idk i feel like there was more that i did but i cant remember
Im moving this upcoming week so i dont think much progress will be made but i will do my best
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Weeeeekly dev log here we go
This week i worked on sketching out more cgs


I also noticed some bugs in some places and fixed the following issues and added some things:
- i missed adding to the “visited austins apartment” counter in one of the common event choices resulting in an interactable npc not showing up properly
- i wasnt erasing images properly after showing them so during cutscenes the images would block out the screen. I think ive found all instances of this but idk as i add more cgs into the game i have to be careful
- i realized while playing that the pacing is a little too fast and needs to be worked on. I am writing additional sequences to try to slow things down a little bit so the player has a bit more time for everything to build up
- i hadnt added talk sprites to a majority of dialogue events so several (but not all) scenes now have the talk sprites that come in and dim a little when they arent actively talking.

Still debating on a name for the game i really dont know what to call it and its killing me
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people seemed interested in gamedev log stuff so here we go! Currently im trying to get the first half of the game done so i can have a few people test out what i have so far. Ive already programmed the first three days, and the game is 7 days long. i am working on placeholder art. I may completely change the style to a more traditional pixel style for the talksprites because i like how that looks in rpgmaker games but i might try something else. Idk.


Its not something i am currently working on since its done but i will share something i was really proud of. This is a completely optional part of the game that i think a lot of players will skip over but i made a minigame for when you go to work. The character will become increasingly fatigued based on choices you make in the game, and if you are tired the minigame is harder.
it generates 1 out of the 7 different orders total i wrote out, it also generates 1 out of 4 of blurry effects. if you are really tired theres a 50% chance of fatigue affecting your order and 25% chance if youre just slightly tired
The biggest things I need to work on next are rough colored sketches for the cgs that will be in the first half. Im having a hard time figuring out what to draw though.
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are gamedev logs cool and interesting or are they boring and dumb. Debating if i want to keep a running log of what ive been working on or not
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David Lynch, Cannes Film Festival (2002)
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I honestly stay hidden on a locked twitter account and only posting publicly when I have something “worthy of posting” but maybe thats why its so lonely on the internet these days
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『大穢』 海外向けガイドライン
1.二次創作について 営利目的でなければ自由に制作・公開いただけます。 ここでの「営利目的」とは 原価10円の商品を1,000円で販売するような 過度な利益を目的とした行為を指します。
また、紙媒体で二次創作を行う場合には 非公式である旨を記載してください。 グッズなど注意書きが困難な立体物については その限りではありません。
2.配信について 配信可能なのは体験版のみです。 また、ゲーム内音声のみを使用した配信はご遠慮ください。 必ず実況者様自身の声を入れていただけますと幸いです。
BGMとボイスのみの再生など、 上記以外の配信は規約違反に該当します。 ユーザーの皆さまにおかれましては 視聴を控えていただきますようお願いいたします。
Qなぜ制限があるの? Aネタバレ防止の観点と、 出演声優様との契約内容により制限を設けています。 体験版および公式に公開されたサンプルボイス以外の配信は 「二次利用」に該当し、新たな請求権が発生いたします。
3.画像投稿について 体験版以外の画像をSNS等に投稿する行為は禁止です。 ただし、ネタバレに該当しないシーン(立ち絵のみの会話シーン、バックログなど) に限り投稿を許可します。 これ以外の画像投稿は違法行為にあたりますので、 発見された際は注意喚起にご協力いただけますと幸いです。
Qなぜ禁止なの? A本作には重大なネタバレやセンシティブな表現が含まれており、 レーティングの観点からも配慮が必要です。 未成年の目に触れないようご協力をお願いいたします。
4.翻訳について ご自身で翻訳ツールを使用し、個人的に楽しむ分には問題ありません。 しかし、翻訳ツールにかけただけのデータを 不特定多数へ配布・公開・使用する行為は固く禁止します。
日本語には多くの慣用句や婉曲表現が存在し、 機械翻訳では意味が伝わりません。 翻訳者様の理解と丁寧な解釈があり、初めて正しい意味が成立します。
こうした過程を省略した翻訳データは違法と判断いたします。 また、他者の翻訳データを無断で使用・改変する行為も同様に違法です。 現在、違法な翻訳データの配布が確認されております。 悪意ある翻訳データの利用はお控えいただき、注意喚起にご協力ください。 ※これにより発生したウイルス感染や動作不良などへのサポートは致しかねます。
5.内部データについて ゲームから抽出された内部データ(画像、音声、テキスト等)を 公開する行為は禁止します。 ※公開には、ファイルの抜き出しのみならず「内容への言及」も含まれます。
6.グレーゾーンについて MAD作品など、制作者の創意が加わる創作物は許可しています。 ただし、使用できる素材は体験版のみとします。 また、作品の内容が極端に不適切・不快と判断される場合には、 公開停止のご連絡を差し上げることがありますのでご了承ください。 (現時点2025/04/25以前のものは問題ありません)
ご理解とご協力のほどよろしくお願いいたします。

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Hi im hosting another adelta fandom exchange, just wanted to let people know!!
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redraw of something from November
#hashihime of the old book town#lowkey it kinda looks disney esque for some reaosn and i dont like that
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