If you are participating in Ludum Dare (or even if you aren't), you can get GMLive and a couple other of my GameMaker utilities at a little discount!
itch.io/s/184591/a-l...
Posts by Miguel Sternberg
Screenshot of GameMaker's room editor. There is a diagram style view of a simple dungeon maze. Six icons of mushrooms are on the map. One has the instance view open, the object is called obj_spawn_shroom_razor. The variable sub tab for the instance is open. A variable called spawn_object is set to "obj_m_shroom_razor_pink" A variable called spawn_object_fallback is set with a custom value "obj_m_shroom_razor_mock_pink" Another instance called obj_level_control is open, in it's variables sub window a variable called spawn_limit_struct is set to a custom value, a simple struct "{obj_m_shroom_razor_pink:2}"
Didn't manage to have a #GoblinGirlGame screenshot Saturday ready this week. But just made a big improvement to my object spawning system. Can now easily do stuff like spawn a bunch of mushrooms in specific locations and have 2 of them randomly be monster mushrooms.
#indiedev #gamemaker #gamedev
CHRONO CROSS window frames 🖼️
Everything can be set up for stuff like this in the room editor without needing to write any custom code. I really want to avoid having to write a custom level editor and have had a surprising amount of luck figuring out tricks to leverage GameMaker's built in editor to act a lot like one.
#ggg
Screenshot of GameMaker's room editor. There is a diagram style view of a simple dungeon maze. Six icons of mushrooms are on the map. One has the instance view open, the object is called obj_spawn_shroom_razor. The variable sub tab for the instance is open. A variable called spawn_object is set to "obj_m_shroom_razor_pink" A variable called spawn_object_fallback is set with a custom value "obj_m_shroom_razor_mock_pink" Another instance called obj_level_control is open, in it's variables sub window a variable called spawn_limit_struct is set to a custom value, a simple struct "{obj_m_shroom_razor_pink:2}"
Didn't manage to have a #GoblinGirlGame screenshot Saturday ready this week. But just made a big improvement to my object spawning system. Can now easily do stuff like spawn a bunch of mushrooms in specific locations and have 2 of them randomly be monster mushrooms.
#indiedev #gamemaker #gamedev
The pressure cooker part is so good for cooking indian curries! Stuff like chana masala is dead easy.
A dark fantasy where hope is something to be collected, drop by precious drop, and memories have real power... wrapped up in a superficially sweet adventure full of fluffy moogles:
kimimithegameeatingshemonster.com/2020/08/08/a...
Adding mechanic where the player is blinded for a full minute if their character is facing an explosion when it goes off. Purely for realism. Cool Guys Don't Look At Explosions aspect is entirely emergent and unintended.
Hyper Bun Buster: Rocket Hammer Action's demo is out now!
A top-down arcade bump action game about a bunny girl who uses her hammer to hit enemies into other enemies, now playable in your browser (and as a download!)
ctmatthews.itch.io/hyper-bun-bu...
wrote about moon child mania, the nicest thing to happen in video games in a very long time
kotaku.com/developers-o...
gYOZA bRAIN
[ 📺 | #dorohedoro | #ドロヘドロ | #art ]
GMLive has saved me tens of thousands of hours of recompiling and has helped me dial in so many small tweaks to make things feel just right.
It's worth every penny and many more.
You can wishlist the game here, if you want to help the devs out: store.steampowered.com/app/2288520/...
BAFTA pulling a trailer for an autobiographical game about surviving sexual assault only hours before it was said to be a part of a showcase is an exceptionally bad look.
Since this website is a vibecoded disaster that keeps going down with increasing frequency, could I ask everyone to do me a favour and just also sign up for my mailing list here? news.loveconquersallgames.com It's only new release announcements, I promise! But please, I want to stay in touch!
Thanks! Sadly it's just this unfinished mockup. I was in the middle of porting hell a the time so I don't think I even wrote down any notes on the design, what I wanted to change / improve over the original Cave Noire.
16 bit style pixel art. Kinda water color on parchment treatment. A large portrait of a bunny knight is in the top left corner. Under her are a bunch of stats. and a command menu. In the center is a gameplay screen of a dungeon with various enemies and hazards. On the right is a map. Quest progress scroll and inventory in a cute bunny themed backpack.
Just remembered I'd started pixeling a mocking up for a Cave Noire-like a few years back. Some of the ideas I had for this are ending up in #goblingirlgame now.
Also I guess I've been itching to create a micro dungeon game of some sort for over half a decade now?😬
The dawning horror that this probably would have been a much more manageably scoped project. Too late now!
16 bit style pixel art. Kinda water color on parchment treatment. A large portrait of a bunny knight is in the top left corner. Under her are a bunch of stats. and a command menu. In the center is a gameplay screen of a dungeon with various enemies and hazards. On the right is a map. Quest progress scroll and inventory in a cute bunny themed backpack.
Just remembered I'd started pixeling a mocking up for a Cave Noire-like a few years back. Some of the ideas I had for this are ending up in #goblingirlgame now.
Also I guess I've been itching to create a micro dungeon game of some sort for over half a decade now?😬
Forgot this site tries to make any gif into a video even if it isn't an animation. Deleting and reposting that last post
this morning i'm playing cave noire
Yeah, you do unlock better stats, but always connected to harder challenges. So there is no way to "grind to win" which is great!
I wrote a long design thread about the game on Twitter, I wonder if I should go through and repost it here at some point.
Went through a period of absolute obsession with that game, it's so ahead of its time designwise.
The constant ticking timebomb is that you are replaceable and people who are not creative and have no respect for the work decide who gets replaced.
I am so sorry for my friends enduring this, those being laid off and the rest who will now be expected to work even harder to fill the gap.
These are great!!!
Showcasing some of the animations I did for Scott Pilgrim EX 's enemies!
Initial sprite designs by @cyansquare.art @tributegames.com !!
So glad this story is gaining traction & wanted to highlight that @andrewdeck.bsky.social at @niemanlab.org broke the news that NYT/Guardian/USA Today were blocking IA earlier this year. Encourage all to read: www.niemanlab.org/2026/01/news...
Welcome to the "Birds, Manga and Gundam Show"! Today we're going to talk about some indie games!
Toronto Games Week June 11-17th, 2026 A picture of the Toronto skyline with clip art sticker-like images. Text at the bottom of the image that says: Tell us about your Toronto based, Toronto made, and favorite Toronto-centric games!
Hey Bluesky, we wanna know, what are you favourite Toronto-made games?
Let us know what we should be checking out in the replies!