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Posts by Daniel Fowler - WideCode (he/him)

Not yet ready for a new demo but I have eaten a few frogs and scoped down my expectations for the next couple months.

Mostly working on UI and how to filter a lot of tactical info into something usable.

2 weeks ago 0 0 0 0

To be clear, I did not make these models originally, I just needed to change some external (on another ship) features and thought Probuilder was my best bet. I didn't think to record my work until later. I went ahead and convert all of them for consistency.

1 month ago 0 0 0 0
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Getting back in the saddle after long burnout. Decided to make some minor alterations to these models using pro-builder and that ate my entire day

But the true reward is the spaceships we made along the way...

Models by SkyPyreStudios

1 month ago 1 1 1 0
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I was up till 2 this morning, trying to set up a (mostly) new laptop for future gamedev...

3 months ago 2 0 0 0
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First attempt at an "overland" map for the campaign

3 months ago 3 0 0 0

I spent most of today figuring out various methods of saving your fleet and deck configurations so I can save your progress and load persistant fleets into different scenes.

3 months ago 1 0 0 0

Still in holiday mode so there is no big update this week. I have changed around some of the UI, made the cards bigger and more readable and fixed a lot of bugs.

I have also started to build the campain / strategic view where your fleet travels before entering an encounter scene.

3 months ago 1 0 1 0

I also need to show the battle order without a big que of icons at the top. There might be dozens of identical ships spread out across the battlefield so the Icons are of limited value.

Currently thinking is that I will highlight the enemy ships that will act before your next ship.

3 months ago 0 0 0 0
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Enjoying the holidays so I do not have a big update for #ScreenshotSaturday

Mostly just some UI improvements and feedback. I need to figure out how to show a lot of information about the ships without cluttering the screen with health bars.

3 months ago 1 0 1 0
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This weeks update will also be delayed. Merry Christmas yall.

3 months ago 1 0 0 0

Fixed

3 months ago 1 0 0 0
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Torn Space by DF_WideCode A small space nation must gain allies and grow its strength to defend against clashing empires

danielfowler.itch.io/tornspace

I ran out of time but said I would post something each week.

Also I messed up and left both sides switched to AI. This makes it very easy to test my code but the demo is not technically playable. Cant fix it now but will fix it later.

#GameDev

3 months ago 4 2 1 0

Welp, I am admitting defeat at 3 am Sunday. I wanted to put out a small scope, playable demo for #ScreenshotSaturday but it was not ment to be. I will finnish up and post again after eight or eight hundred hours of sleep...

#GameDev?

3 months ago 6 2 0 0
AI Pixel Art and how to detect them

AI Pixel Art and how to detect them

AI PIXEL ART AND HOW TO DETECT THEM

I have updated the link for the write-up and added more paragraphs with new findings. Please click the link to read it. Share it with your friends who also dislike AI!

Thanks to everyone who helped.

drive.google.com/file/d/1bxDm...

5 months ago 895 479 20 15

well thats embarrassing...

4 months ago 0 0 1 0
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Love the colors and the lighting. Very cool comming out of the dark. But the tail flame doesn't seem to be lighting up the backside. Unless what I see as lighting is just suppose to be coloring.

I think more dragons need stegosaurus or ankylosaurus tails in my openion.

4 months ago 2 0 1 0

That is realy cool. are the colors and directions random or do they follow any pattern or rules?

4 months ago 1 0 0 0

Also, the fighters have no missile defense and will not be a valid target in real gameplay.

4 months ago 1 0 0 0

Note: the fighters are being controlled by the computer and this mostly works. The frigates have some unsupported card types so I am controlling them.

The reason ships are moving even when they might shoot is because moving makes you harder to hit.

4 months ago 1 0 1 0
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I am going to make a real effort to start Posting regular updates for this project (TS2026). Feel free to give me shit about it when I fall behind. I think I need more accountability to push through my tendency to drop projects.
#ScreenshotSaturday #GameDev

4 months ago 12 3 2 0

this spurred a memory and I was next to my mum who confirmed I also had this.

4 months ago 1 0 0 0

very cool, kind of looks Kentucky-Fried

5 months ago 1 0 0 0
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Duck Survivor by DF_WideCode, Henyx, Ozysandlias A twist on the classic Duck Hunt made for ShroomJam 2025

danielfowler.itch.io/duck-survivor

Final submission to #ShroomJam25

5 months ago 0 0 0 0
ShroomJam2025 110925
ShroomJam2025 110925 YouTube video by Daniel Fowler

youtu.be/-hMkOsLdCOM?...

A few nights in...

#ShroomJam25

5 months ago 0 0 0 0
Video

picoCAD sale ends this weekend - make tiny models for a tiny price!
store.steampowered.com/app/2800590/...

#screenshotSaturday #pixelArt

5 months ago 115 28 3 2

This video would have sold me at the regular price. I have not booted up Steam in a while but will be playing with this tonight.

5 months ago 1 0 1 0
ShroomJam2025 110625
ShroomJam2025 110625 YouTube video by Daniel Fowler

youtu.be/BJgt4g4lai4?...

First night of a new Game Jam.

#ShroomJam25

5 months ago 1 1 0 0

You are speaking my language. It looks great but can you zoom out to see your ship? Obviously l
seeing the ship is a plus but also helps with parking and obsticle avoidance.

6 months ago 1 0 1 0

Good space ship controls and UI are deceptivly hard to implement. I have two simular modes in my project as well. I think of one as the dogfighting mode and the other as the coasting / working mode

6 months ago 1 0 1 0
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7 months ago 0 0 0 0