Happy Easter, everyone! Did you know LabChirp has a couple of easter eggs? Did you find any?
Posts by Labbed
Added heart and coin pickups. Enemies can also drop these when they die.
Suddenly it feels much more like a game??
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Cropped retro video game screenshot showing a small pixel art HUD in the top-left corner, featuring a portrait of a fieldfare and three hearts in a row next to it, two of which are fully red and the last one is half-red half-black. The background contains the top portion of a tree, and the sky behind it.
Added a health bar HUD.
And the last portal/transition type: doorways!
I'll make the actual entrances look better later, don't worry.
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Pastblast: From back in the days when I was painting ACEOs - Art Cards, Editions and Originals, small paintings measuring 2.5 x 3.5 inches - "Snow Nap" was one of the results. This painting of a fox napping in winter and aware of your presence was done in acrylic paint on canvas-textured paper.
The player is technically way off to the left before the entry animation has finished, but I think shoving the enemy away from the entrance is pretty much the same thing anyway.
Game design that players won't notice. If enemies are too close to the entry, they are secretly moved away a bit.
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Here's a more likely example, where you're actually transported to a different room. A cave!
Working on portals/room transitions. There was a bit more to consider than I thought at first, but I got something here that I'm happy with. Gonna add doorways too.
This video shows portals in all directions, and how it's gonna work with two players.
I also updated the flap sound!
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Hey fellow #gamedev people! If you need sound effects for your game, please consider LabChirp! It's free!
labbed.itch.io/labchirp
Yes, c++ win32 api.
Small thing but I thought it was neat. I can now "place" the player anywhere when pressing the play button. Pressing play again will use the default start position.
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Here's some more raycasting 3D. No, I'm not gonna have anything like this in the game.
Now that I have a raycast, I just had to make a 3D-looking raycast first-person perspective test just for fun. But then I saw these "holes" in my raycast system, which I hadn't discovered before. So fooling around like that can be useful, too!
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I love how they look serious and silly at the same time.
Man, I really wanna add pathfinding to my game, so enemies can be smarter, but maybe that's a bit overkill. Feature creep is a real thing to be wary of.
Pachinko!
... No, I'm not fooling around, this is a serious and important collision test!!
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I've been focusing on optimizing performance and fixing some collision bugs lately, perhaps not the most exciting thing for most of you. But here's some progress I can show! I added a buzz sound to the Bautafly, and some VFX and SFX when they start chasing you.
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I made the bautaflies keep a short distance from each other, otherwise they would all bunch up on the exact same spot. Wouldn't wanna break immersion like that!
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To Whom It May Concern: Happy New Year!! Make it a good one, okay?
It's just a simple animation with a noisy expanding circle, but there are several of them created during the enemy death animation, and some are darker. I also rotate and mirror them randomly, to make them less uniform. No fancy shader involved.
Introducing: Bautafly!
Yeah, a game where you can fly everywhere will obviously need some flying enemies. Otherwise you could pretty much just fly over everything.
Oh, and also, you can now peck mid-air!
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A little showcase with a HUD element created by the map script. A challenge timer in this case.
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Ooh, interesting!
Game editor with a script window open, with the following code: presses += 1; LogText("You have pressed the button {presses} times.");
Game screenshot, with log text int the lower left corner, showing a few text log entries with the latest being "You have pressed the button 9 times."
I'm still making progress on my game, just not very exciting stuff, like...
Dynamic text. Wow!
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