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Posts by 13px 🇺🇦👾

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 :)

2 weeks ago 1 0 1 0

Хочу нагадати, що ми з @akiwolf.bsky.social та @13px.games 4 місяці тому зробили переклад першої частини Кірандії.
Якщо вже грали, поділіться враженнями.

4 months ago 9 3 0 0

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.

4 months ago 2 0 0 0

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...

4 months ago 5 0 2 0
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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!

4 months ago 4 0 1 0
Screenshot of Redungeon Structure Browser custom Unity editor. Shows relation graph of "Character Movement" feature.

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*

4 months ago 5 0 1 0
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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.

4 months ago 4 0 1 0
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

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)

4 months ago 4 0 1 0
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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)

4 months ago 5 0 1 0
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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.

4 months ago 5 0 1 0
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Screenshot of Unity Editor window. Redungeon game project loaded. Several custom editors surround the game view: graph view, signal log, feature monitor

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

4 months ago 30 7 3 1

Easy, I just create problems

7 months ago 12 0 0 0
Screenshot of a browser tab with itch.io website opened, free indie game Slugoborus featured on the main page

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

7 months ago 10 2 0 0

Yeah, exactly. The "liquid" effect is just soft shapes + threshold, the rest is cosmetics :)

8 months ago 1 0 1 0
Preview
Slugoborus by Yogurt The Horse, 13px, Tiny Issue, kiberptah Ouroboros game where you eat yourself. Made in 96 hours for GMTK 2025

Final step: play the result! yogurtthehorse.itch.io/slugoborus

8 months ago 4 0 0 0
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⭐ 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.

8 months ago 7 0 2 0
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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!

8 months ago 2 0 1 0
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Step 6️⃣: Give him eyes. Make him dance a little bit.

8 months ago 2 0 1 0
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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

8 months ago 3 0 1 0
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Step 4️⃣: Observe: metablobs! *slurp, slurp*

8 months ago 3 0 2 0
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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.

8 months ago 2 0 1 0
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Step 2️⃣: Introduce a threshold. Tune the segment softness and the threshold value until you have a clean shape.

8 months ago 3 0 1 0
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Step 1️⃣: have a basic snake. For each segment, draw a soft circle to an offscreen texture

8 months ago 2 0 1 0
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Here's how our liquid snake effect works in our #gmtk2025 entry Slugoborus. Breakdown thread 🧵👇
#gamedev#shader#pixelart#slime#metablob#breakdown

8 months ago 58 8 1 1
Preview
Slugoborus by Yogurt The Horse, 13px, Tiny Issue, kiberptah Play in your browser

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

8 months ago 16 6 0 1
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Here's a holographic projector from Greedventory projecting some holograms.

#Greedventory#pixelart

11 months ago 16 3 0 1
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#ludumdare #ldjam

1 year ago 11 1 1 0
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It's Game Jam time! #ludumdare #ldjam

1 year ago 12 0 0 0

Nope. Nitrome published Redungeon, but we’re not part of Nitrome :)

1 year ago 1 0 1 0

You’ll have to ask someone from Nitrome about that :)

1 year ago 1 0 1 0