Thanks a lot!
No definitive news for now, the project is moving along with unpredictable speed fluctuations since we can't quite work on it full time yet. I really miss seeing the game in the stores, too, doing all I can to bring it back :)
Posts by 13px 🇺🇦👾
Хочу нагадати, що ми з @akiwolf.bsky.social та @13px.games 4 місяці тому зробили переклад першої частини Кірандії.
Якщо вже грали, поділіться враженнями.
Thanks a lot!
I grabbed Hot Reload not that long ago and haven't tried it outside of this project yet. Haven't encountered the pitfalls so far. It's been a real gift, especially since we use immediate mode graphics, and HR made it so fast to add and tune stuff, it's absurd. From hours to minutes.
Part 1 of this mini-series was about my other active project, #Foxtail. Those tools are just as complex, but solve a completely different set of problems: scene management, code generation, l10n, code-as-data. Perhaps I'll post about them in more detail one day.
bsky.app/profile/13px...
Of course, real power comes from synergy between all these tools. When something goes wrong, I can instantly see it in the signal bus and drill in. Why did this happen? Which system reacted like that, to which event? Give me this code immediately!
Screenshot of Redungeon Structure Browser custom Unity editor. Shows relation graph of "Character Movement" feature.
See, information flow is left to right. Player has Movement system. It reacts to Input signal and to Face Direction command. It checks if we're Paralyzed (duh). It in turn changes Draw Position, and notifies others when we make a step or turn.
That is all *peaceful_music*
Next is Roslyn-powered static code analyzer giving me a map of entities, systems, and events. Metadata is captured from code topology, comments, and attributes. Every connection is accounted for, complete with rich documentation and active links back to lines of code. Graph sim is custom, too.
Screenshot of signal injector UI from a custom Unity editor window. A "start flying 3 tiles to the left" signal is being formed. Above, there are colored buttons for existing presets. "Inject!" is the main button
I can also construct arbitrary events, save them as presets and inject them into the event bus of any entity at any time (e.g. to debug dying from fire while sliding or something).
For that I can pick entities with my mouse directly from the game view (another feature that's not free in our case)
Signal Monitor is a big one. I can see exactly which systems reacted to an event (and how), which ignored it (and why), the exact data that was sent, where in the world it happened, how one thing leads to another and in what order. It can also include log messages with attached data (bye, Debug.Log)
Custom inspector tool is simple enough, but still nice to have when I can't get it for free. "We're paralyzed and have 10 px elevation because we're flying", easy to see. As a bonus, it's integrated with other essential tools like time control, cheats, etc.
Screenshot of Unity Editor window. Redungeon game project loaded. Several custom editors surround the game view: graph view, signal log, feature monitor
My hobby: Unity tools (Part 2)
This time, #Redungeon. Ported from 10 y.o. custom Monogame engine, the whole game is one GameObject. And yet:
• deep runtime inspection & in-game vis
• Roslyn-powered dependency/flow map
• signal monitoring and logic tracing
More 🧵👇
#gamedev • #Unity • #gametools
Easy, I just create problems
Screenshot of a browser tab with itch.io website opened, free indie game Slugoborus featured on the main page
Getting our jam prototype featured on front page of itch.io feels pretty sweet, not gonna lie. Check out our loopy slimy snake game Slugoborus! Can you make the score board? yogurtthehorse.itch.io/slugoborus
#gamedev • #gamejam • #gmtk2025
Yeah, exactly. The "liquid" effect is just soft shapes + threshold, the rest is cosmetics :)
⭐ Bonus step: be insanely cool like @yogurtthehor.se and create the blob shader in under an hour. Most of those nodes are sampling surrounding pixels to draw outlines.
Step 7️⃣: Scroll some random noise on top of your source texture to create more life. Don't overdo it like I did here for demonstration. Or do overdo it if that's your thing!
Step 6️⃣: Give him eyes. Make him dance a little bit.
Step 5️⃣: Add a gently bubbling particle emitter to each segment, make sure they emit in local space. This will add the illusion of consistent volume that looks 🔥 in motion
Step 4️⃣: Observe: metablobs! *slurp, slurp*
Step 3️⃣: Fill this shape and add outlines strategically. The dark area represents ground contact point, so shift it down to instantly create the 3d effect. Add a highlight along the top edge to imitate lighting.
Step 2️⃣: Introduce a threshold. Tune the segment softness and the threshold value until you have a clean shape.
Step 1️⃣: have a basic snake. For each segment, draw a soft circle to an offscreen texture
Here's how our liquid snake effect works in our #gmtk2025 entry Slugoborus. Breakdown thread 🧵👇
#gamedev • #shader • #pixelart • #slime • #metablob • #breakdown
This GMTK (theme "Loop") was exceptionally fun, and we made... well, we made a snake. Of course we made a snake.
yogurtthehorse.itch.io/slugoborus
#gmtk2025 • #gamedev • #gamejam
Here's a holographic projector from Greedventory projecting some holograms.
#Greedventory • #pixelart
It's Game Jam time! #ludumdare #ldjam
Nope. Nitrome published Redungeon, but we’re not part of Nitrome :)
You’ll have to ask someone from Nitrome about that :)