progress on the battle system :3
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Posts by elle. but gamedev
i can be trusted with my own game
without the fixed palette shader
now with nineslice support (and further tweaks)
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yummy health bar shader that i could drink up yummy yum yum
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i'm awake i'm awake what did i miss
why do i keep getting Invalid Handle'd???
qrt'ing this so i can pin it!!
* it's like some king of...
* minesweeper
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the palette limiting and palette swap gamemaker shaders i made for my wip game are now available on my site to use in your own games
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ellestuff.dev/thingies
i'll also be adding a rhythm game, inspired by friday night funkin, with real time palette swapping and multiple noteskins.
here, i'm showing a bit of that off, along with having the limited palette + dithering shader cover the whole game screen
wip minesweeper implementation in my virtual desktop game thing
the window focus order isn't supposed to change like that, i don't know what's causing it. i'll look into it tomorrow lol :p
the game now supports importing wallpapers, along with a custom shader to make them fit the game better,,
Bringing back my old MarieOS project with a full rework! This one will have more direction and be a collection of games, like Last Call BBS & UFO 50
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why do i keep getting invalid handle'd???
more chart editor progress
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chat am i cooking
we funkin.
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idk what happened to the sound near the end. it may have to do with my laptop almost being out of storage idk
another day, another progress update,,
i've added more efficient rendering for the spritesheet sprites (as i'm using the same sparrow v2 xml format as base fnf), and added a working song select, including alternate mixes. :3
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oops i meant to attach the full vid
spent all day totally-not-procastinating by adding the startup menu and spritesheet font rendering, with scaling support,,
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oh right, here's some "gameplay" footage :)
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i'm gonna use this one lol
actually i like this version more
recently got animate to run on my laptop, so i'm returning to an old project of mine
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here's what the json looks like, although not fully implemented yet
switched from framerate-based animation timing to ms based,,
also the colours for that last node's fluid can now be set using json, with plans to allow for custom values in recipes (eg: fluid colour changing based off recipe result)
here are some screenshots of the json / folder for a node, showing how you can customize it using pure json