attempting to add a death animation created one of the most slapstick bugs I've ever seen
(minor flashing lights)
it's like seeing your entire savefile flash before your eyes
Posts by Kepler (Developing Thwimbly!)
Here are Dave and David's full unedited comments for those interested:
It's so cool to see someone actually implementing multi-box pushing. When I did something similar I made the box unpushable if it was up against another box. Justified it as being too heavy : )
and slopes? awesome. I'm always jealous of slopes lmao
Finished my entry for the Metroidvania month 31 X Magical Girl Game Jam 13!
Pearl of Eden is a short metroidvania where you collect pearls, fight rusted beasts, and climb a decaying tower.
Made in Love2D over the past month, it's been very busy. Now I must rest.
Oh hey it's the annual Sonniss GDC drop! They've been generously giving away big grab bag sound libraries every year for a while. Free for commercial use, and no attribution required.
Incidentally, I've bought a lot from Sonniss since then.
gdc.sonniss.com
Pixelart is it's own style and even "unclean pixelart" as seen here just has a different visual impact compared to highres 2D. Even if it's not clean, it might have a bigger appeal to many.
Actually... let's turn this into a little thread so I can talk more about this.
In WarioWare: Twisted, Jimmy's boss microgame can be won instantly if the console is tilted 720° in less than half a second. In practice, this is achieved by literally physically throwing the console.
I miscalculated a velocity value and now this lil guy acts so vicious i jumpscared myself
16 days remaining for #MVM31. lots left to do, but we got:
sleepy animations on my legally-distinct bench save points (it's a clam!)
pause screen showing collected abilities
drawing characters is strange and hard but it's fun. gonna look like an old webgame but thats cool ig
#gamejam #love2D
Metroidvania month Day 11:
Finally finding some ground for the gameplay: Non-combat Precision platforming. Spikes abound!
Physics and signposting still need more tweaking, but I feel better about the direction its heading than I did this morning.
#gamedev #gamejam
Drawn To Life (especially the second one) always felt really special with how you could draw your own characters and items to use in game.
Kind of an obvious use of the touchscreen, but I found it really charming growing up with it
4 days into the metroidvania month jam?
Since last post: moar tiles, a save system, double jump, some custom music, and the start of a collectible system
Next goals are saving collectibles and implementing particles, trying to not do dynamic music tho i rly want to
#Love2D #gamejam #indiedev
End of day 2 working on the Metroidvania Month X Magical Girl game jam.
Added the float mechanic I love so much, we have the start of a door system to load new maps (though it needs work to enable multiple doors and set player position) and a port of my entity system (not in vid)
#Gamejam #Love2D
Started working on smth for the Metroidvania/Magical Girl game jam goin on right now.
~20 Hours in, I've got basic movement, animations, collision, some basic art... Honestly pretty happy with how its goin so far.
Next steps are adding entities/particles/level transitions
#Love2D
We talk about "centering the joy" in game design - focusing on how good it feels to simply move and exist in the world of the game. It occurs to me that Nintendo's success at this might be owed to their history of making physical toys. Easier to center the joy if you study it IRL.
Easily one of the highlights of the event
Hotfixed the demo to fix a handful of bugs that came through after the initial demo release, including:
SFX fixes
Collectibles should now save when completing a level
Thwimbly *should* no longer respawn in a wall in bonus levels
Invisible walls at top of level are now visible
moar coins
kepler-softworks.itch.io/thwimbly
Current demo is only on itch, hoping to get a demo on Steam sometime in the next few months, but there's a bunch of work that needs to happen beforehand.
New Thwimbly Demo is up! Featuring completely overhauled levels, movement, and all sorts of new content :D
#solodev #TIC80
INFRA interior of building
Infra interior of substation
Infra!
Excellent atmosphere with some extremely frustrating puzzles. Great storytelling with multiple layers, but the movement leaves something to be desired (despite running in Source)
Definitely a top 5 game for me, but my love always comes with the caveat that there is jank
This just in!
Monchers have been spotted relaxing in inner tubes!
Thwimbly can bop them from below to move them around a bit but watch out! Jumping into them from above can spell a nasty surprise!
Made in #TIC80 with #RES64 palette
Picofoil is (somewhat) out!
The deadline for the paper I'm writing on it is tomorrow, so the toy needed to be released, even if it still has some major accuracy issues.
ok back to writing the paper :)
#picotron
It appears that the airfoil is preparing to make the jump to lightspeed.
This is not physically accurate, but it is mesmerizing. Still a lot of work to do.
#picotron
I'm not going to say its working as intended, but flow field visualization is getting somewhere. it's at least not crashing anymore, which is more than I could say for a couple hours.
Realistic airflow has also been a bit of a taller order than I thought. I've got particles moving at scaled velocities (1 pixel=1cm), but I can't find any resources on how to find velocity fields from the airfoil geometry.
I'm not opposed to deriving it myself, but I feel it should already exist?
Realizing that Picotron's trigonometry functions are optimized for gamedev in ways that break more "academic" math operations. Having to try and write my own converters to convert the equations from Anderson's Fundamentals of Aerodynamics to work in Picotron.
At least I have clickable buttons tho
i forget sometimes that indie can mean someone who goes to an office and gets paid a salary and has company health insurance. in my mind it will always be one guy, working alone, with a leather jacket and a broad brimmed hat, swinging across spike pits with his whip, hating snakes,
Managed to convince my professor to let me do my final aerodynamics project in #Picotron, so now I have about two ish weeks to get thin airfoil theory working in here.
I currently have NACA airfoils displaying, next steps are lift coefficients and streamlines, then a better UI