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Posts by May and the Amazing Bouquet | Wishlist on Steam!

It's subtle, but the text briefly pauses after periods and other punctuation. (And it's automated!) This game has no voice acting but I do feel like the pauses make the characters more lifelike.

As lifelike as tiny little pixel characters can get anyway. ๐Ÿ˜Š

2 days ago 4 0 0 0

Next I want to revisit content things like story, items, abilities, dungeons and enemies.

That will have an impact on which pre-refactor features I'll add back in, or rework completely. So for now, things like animations will be kept simple so I can focus on prototyping and testing.

2 days ago 5 0 1 0
Video

The signpost gag has been re-added ๐Ÿ˜, and an enemy. I can customize their behavior much more easily now.

The code refactor is basically done. All the main components were rebuilt and I'm very happy with it now. ^^

#MayGame #indiegame #cozygame

2 days ago 15 4 1 0

Oh wow!! I did not know about this. Thank you!

docs.godotengine.org/en/stable/cl...

This should work well with a fixed box of text. Not sure about, say, using 3 lines of space to display 6 lines of text by slowly scrolling them in/out, since earlier characters would need to be hidden.

1 week ago 2 0 1 0

Are you referring to Font.get_string_size() ? That's indeed what's being used here to determine if the words exceed the desired width.

docs.godotengine.org/en/stable/cl...

1 week ago 1 0 0 0

I have no idea how "canactually" manages to fix itself in the left clip, and I didn't realize until after.

It's...it's old buggy code. My desire to leave the fixed code alone is greater than my desire to find out what happened.

1 week ago 1 0 0 0
Video

Turns out getting text-revealing, auto-wrapping text that doesn't make words jump across lines as they get longer is a bit of a pain. ๐Ÿซ 

Newlines were manually inserted pre-refactor. Now they're automated. One less thing I (and localizers?) will need to put up with. #MayGame #indiegame #solodev

1 week ago 16 5 2 0
Video

Indie game refactoring continues! Doors leading to other maps work, and barebones cutscene functionality.

Plus LOOOOOTS of changes under the hood. Map editing is so much more convenient now; you have no idea. ๐Ÿฅฒ

#MayGame #indiegame #solodev #cozygame

1 week ago 27 4 3 0
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Ahahaha don't worry no sentient flowers (and this cutscene isn't canon anyway so ๐Ÿ˜)

1 week ago 1 0 0 0

I am deeply sorry for stepping on you. It will not happen again. ๐Ÿ™‡โ€โ™€๏ธ

(thank you!)

1 week ago 2 0 1 0

I'm very happy with how the interaction trifecta of maps/characters/scripting got overhauled. That was the really major thing that needed changing.

I want to overhaul textbox handling next. It's a more separate system but the old setup lacked some features and there's things I could automate.

1 week ago 1 0 0 0
Video

Indie game refactoring continues! Doors leading to other maps work, and barebones cutscene functionality.

Plus LOOOOOTS of changes under the hood. Map editing is so much more convenient now; you have no idea. ๐Ÿฅฒ

#MayGame #indiegame #solodev #cozygame

1 week ago 27 4 3 0
Preview
a cartoon of spongebob and patrick standing next to a campfire with the words " write that down write that down " above them Alt: a cartoon of spongebob and patrick standing next to a campfire with the words " write that down write that down " above them

Oooh, never heard of that node. That is handy!

1 week ago 2 0 0 0
An image of a grayscale screenshot of a game, with a dot-matrix shader applied.

An image of a grayscale screenshot of a game, with a dot-matrix shader applied.

On that note, there's actually a screen-sized ColorRect as a child of said SubViewport that can be equipped with a color-palette shader.

So right now this can handle one color shader and one <insert whatever> shader.

1 week ago 0 0 0 0

Thank you!

They died for science but don't worry, they got better!

1 week ago 1 0 1 0

Yes, it's a shader.

I use a Godot SubViewport to render the game at 160x144 and then scale it up. Its parent node is a SubViewportContainer which then adds the lines via a ShaderMaterial.

This setup should let me swap it out for other optional shaders - or disable them.

2 weeks ago 2 0 1 0
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In fact, the edges of the screen which cause a new area to load are also just solid objects which trigger a room change by walking into them.

They used to be completely different object types. But with the refactor, they're now just four more objects using the same scripting system. Feels nice.

2 weeks ago 2 0 0 0

The reason why May mows down 8 people is because the scripting engine is being improved.

NPCs could previously only be interacted with by speaking to them. But now, you can also trigger things by pushing them. Only certain objects could do this before but now all objects will have that capability.

2 weeks ago 4 0 1 0
Video

Work on the my game's refactor continues. Jumping, attacks, and scripting are re-implemented.

And also...

Our first graphical filter! This one reproduces the dot-matrix look of old handheld screens, where you could see individual pixels separated by thin lines.

#MayGame #indiegame #solodev

2 weeks ago 24 7 5 0
Video

Work on the my game's refactor continues. Jumping, attacks, and scripting are re-implemented.

And also...

Our first graphical filter! This one reproduces the dot-matrix look of old handheld screens, where you could see individual pixels separated by thin lines.

#indiegame #solodev #MayGame

2 weeks ago 8 3 0 0

Biggest surprise is probably how much a professional game engine does for you. I'd previously tried not using an engine. But looking through Godot's github, it's amazing how many platform quirks and other things they solve to make it "just work." Things which I'd otherwise have to solve myself.

2 weeks ago 1 0 0 0
Preview
May and the Amazing Bouquet - Developer Diary #2 - April 1, 2026 - Steam News A look at the last 3 months of development and what's coming next!

Hello everyone!

Developer Diary #2 for May and the Amazing Bouquet is now up! I talk about the last 3 months of progress and what's next!

store.steampowered.com/news/app/373...

#gaming #indiegame #cozygame #MayGame #gamedev

2 weeks ago 16 8 1 1

Hiya everyone!

It's been awhile since the last official update...

Nonetheless there's been steady progress made on the game on my developer account.
bsky.app/profile/mica...

A devlog covering the past 2 months and what's next will go up on April 1, and official updates will resume then as well!

3 weeks ago 8 1 0 0

Thank you! Much appreciated! โค๏ธ

3 months ago 1 0 0 0

Thanks! I'm glad you like it!

There's not much space on this screen but we should be able to cram in the quest stuff. ๐Ÿ˜

3 months ago 0 0 0 0

There's no (room for, lol) a dedicated Quests menu. This is NOT a game that will have hundreds of quests, so I think incorporating them into the map and item menus will work just fine.

Also, if you're tired of all the UI/menu posts - don't worry! I think there's just 1 more before other things! ๐Ÿคž

3 months ago 3 0 0 0
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Video

In my game, quests are represented as "Mental Notes."

You can see these notes on the map screen. ๐Ÿ—บ๏ธ๐Ÿ”–

You can also see them on the items screen, on top of items that are part of a quest. ๐ŸŒป๐Ÿ”–

Quests with no item yet will show an item wireframe. ๐ŸŒ๐Ÿ”–

#MayGame #indiegame #cozygame #gamedev #gaming

3 months ago 56 11 3 0
A screenshot from a Steam page for a game. It reads: "Full Controller Support: Xbox Controllers, Playstation Controllers"

A screenshot from a Steam page for a game. It reads: "Full Controller Support: Xbox Controllers, Playstation Controllers"

Did more controller testing the last 2 days (including Bluetooth). Made some minor fixes and optimizations too. I now feel confident enough to update the Steam page with this:

๐ŸŽฎ Full Controller Support! ๐ŸŽฎ

#MayGame #gamedev #indiegame #cozygame

3 months ago 10 3 0 0

PC and web browser versions are top priority right now (first-time solo-dev so I don't want to overpromise ๐Ÿซ ) but it could happen!

3 months ago 1 0 1 0

Thank you!! Mission accomplished, then! :D

3 months ago 0 0 0 0