eniko, (edited ) Big news: Kitsune Tail's Steam Next Fest demo is live now! Go get it at https://store.steampowered.com/app/1325260 and experience the first part of this queer furry love triangle wrapped in an SMB3 jacket
You should definitely check the options. There's a CRT shader in Kitsune Tails made by @JoshJers which isn't on by default (because people get upset by that kinda thing) but playing with it on is totally the recommended experience
And for those of you who have Steam Decks, we've verified it works on that, too! And there's a new reveal trailer, showing off some of the bosses: https://www.youtube.com/watch?v=MRBcm5fagUU
DavitMasia, Whats the simplest way to detect if a value is increasing or decreasing in C++ ? #indiedev #gamedev #UE5 #UnrealEngine5
DavitMasia, @mezz This is what im trying to do.
raptor85, if this is in a function being run previous will always be 0.0 as that's what you're setting it to at the top. The "quick" solution is to make previous "static" so it persists between function calls. From context though it looks like the accel is a member value of a class you're calling this from so a cleaner way to do this would be to implement getter/setter functions and update your previous/delta values there when it's changed. (depending on what you're trying to do)
cosmicvoid, Hey all, I'm working on Devil's Hideout, a horror point and click adventure game.
Wishlist on Steam & try out the demo 👇
https://bit.ly/devils-hideout#indiegame #indiedev #gamedev #horror #horrorgame #retro #retrogames #retrogaming #pixelart #gamedev #indiegamedev #horrorgames
gpowerf, @cosmicvoid it is looking amazing! :)
cosmicvoid, @gpowerf Thanks! :)
guntha, (edited ) It's #trailertuesday, and we recently released a short point'n'click adventure game called PsyCam:
#PointNClick #indiegame #indiedev #indiegamedev #gamedev #videogame #CCTV #3D #Trenchbroom #PsyCam #plisitol #videogame
njamster, @guntha FYI: Your post is tagged as "French" and might not be shown to some people – depending on their language filters here. You can still change that by editing this post, or set a different default for future post under "Preferences > Other > Posting Language". Also, you might want to add a link to the game? :)
psychicparrot42, Random game thought: I’ve been thinking about a game controller with three joysticks, but I can’t come up with a good enough reason to have the extra one. Two joysticks seems to cover everything, right? Have we reached peak game controller? What could we map to a third stick? The closest to a good reason I could think of would be radial menus, but you can easily do those with a modifier and one of the other sticks right? #gamedev
psychicparrot42,
sinbad, @psychicparrot42 it’s not super fancy compared to some but it’s got everything I need and is £60 usually. I’m not into sims usually so would never have bought one but it makes Elite much nicer to play for a dirty casual like me
adriaan, clickyland by my friend Aran (part of Sokpop) is out on Steam now!! It's a really fun and very underpriced tower defense game / village builder where clicks are your main resource. Check it:
britown, This project is turning two this month. More charitably maybe only 11 months of that have been spent actively developing and even then that is less than 20 hours a week.
Nonetheless it's hard to not beat myself up about what I have to show for two year's work. Especially when considering the mountain remaining.
I kind of felt like I was going fast and it'd be done soon but here we are two years later. So it goes for solo hobby dev it seems.
vga256, @britown solo development is one of the longest marathons i've ever run, no matter how much i promise myself to "scale down" an idea. there's just no easy way of making one person do the work of 3-4 people in anything less than 10X the time.
i feel shitty about this problem every month, and i have no workarounds :)
LMG3864, Today's Potatostrike progress report:
- The Upgrade menu has been updated to indicate what is improved on each weapon.
- The next patch for Potatostrike is nearly ready. I'm aiming to release it on Wednesday. It will also move the game into Beta satus.
azrhyga, @LMG3864 Great!! Good luck working on the game, I hope it goes well!! Also good luck when the game releases as Beta
risingtail, Still trying to make this UI pop a little. But, maybe this is too much? I'm quite undecided. Let me know what you think.
#gamedev #madewithgodot #indiedev
aeva, @risingtail the menu kinda gets lost against the background. I think the blurring is fine, but you probably want to lighten the background a bit, or put a light gradient between it and the menu.
the popup with the blue lines is pretty jarring in contrast with the upgrades menu, but I think if the upgrades menu stood out more against its background it might feel more consonant with the popup
risingtail, @aeva This was helpful, thanks. And also somewhat in line with my own thoughts. I've added a darker overlay color in the background and removed the blue rays. They were a bit over the top, and not really aligned with the rest of the UI/UX.
maxim, I haven't drank alcohol for several years... The last time I drank 0-alc beer was six months ago. My wife and son went on vacation for a month and left me alone at home. Therefore, I will be a Troglodyte for a whole month, living in a cave and do #gamedev
On the left can of #beer it is written that it contains vitamins, the best format of taking vitamins... this is the most delicious non-alcoholic beer I have ever tasted
raptor85, More fun with math, the texture mapping isn't perfect, I have some corrections to do to it still, but my little renderer now supports off-grid objects of arbitrary sizes and positions (only real restriction is they have to be convex). While the game itself is intended to be grid based I thought it'd be nice to be able to do some more complex scenery outside of billboards, sprites, and texture tricks.
raptor85, honestly I may not even bother fixing the texture skewing issue, you really can't tell from a distance closer than 1 unit, especially not with the NTSC rendering active.
psychicparrot42, Quick video of where my Berzerk-alike is at now. Be warned: Terrible placeholder audio might be loud, so maybe turn down the volume!
I know there's a dodgy wall collision in this vid, but tidy ups like that'll get sorted later.
I like the slow pace of it, which I didn't expect. It's very slow but it's still fun to play and quite exciting when you get caught up in it. I may end up making a separate, flashier, faster version eventually tho.. we'll see!
https://youtu.be/MoRgdnJK8Ac #gamedev
_DenisProdan_, @psychicparrot42 oh man, I looove the explosion vfx!!
silverspookgames, The rich abandon their whippersnappers in mountainous landfills for 'being too noisy' . Fight to foster the lost Oliver Twists with ex-Princess Sybil! (Neofeud 2 work in progress)
Neofeud 1:
https://silverspook.itch.io/neofeud
https://store.steampowered.com/app/673850/Neofeud/
#indiegame #gamedev #adventuregame #retrogamer
GameFromScratch, Today we check out the 001 Game Creator game engine, as well as it's Visual Novel and Point & Click Adventure DLC.
They are all available for just $15 on Humble right now... is the 001 Game Creator engine any good in 2024?
https://gamefromscratch.com/001-game-creator-humble-bundle-2
#gamedev #indiedev
Elastiskalinjen,
grumpygamer, @Elastiskalinjen Fun stuff.
ClarusPlusPlus, If you follow my (now-)friends-only account, you may remember me wondering how I can make vertical transitions between rooms in a dungeon flow well. I didn't want to use elevators, because Zelda II's lifts are so iconic, and I'm already copying so much from that game.
But, I said "heck it." Elevators just plain make sense. But I decided to put a visual spin on it -- these have a much more elaborate design (especially that ironwork at the top), and will be pulley-operated. I'm going to include an animation of Zalia working the pulleys. Probably with an exaggerated pose and sweat flying off her head 😅
As far as the player is concerned, they work exactly like Zelda II's lifts do (press up or down on the d-pad to move; let go to stop), but visually, they're going to have a distinct flavor that works for Enigma Heart.
ClarusPlusPlus, I finished laying out all the rooms for the first dungeon in Enigma Heart last night. My Zelda II influences are really showing -- but I think I'm also starting to expand on it a little bit and come up with my own ideas. In particular, I'm placing hidden areas and items that the player can't get to until they acquire certain items, spells, or skills later in the game.
(In Zelda II, when you beat a dungeon's boss and get its item, the dungeon becomes inaccessible thereafter)
This map is drawn in Aseprite as an RGB-color PNG image, at a scale of 1 pixel per tile. The blue tiles are solid, the white ones are non-solid, pink are breakable, orange are platforms, etc. I do it this way because I find high-level sketching to be easier as an image than in the map editor. My map editor can read this image, look for the appropriate colors, and generate a map "skeleton" that I can then texture and add objects to.
codingdino,
MrBehemo, @codingdino that's a lotta shrumps!
codingdino, @MrBehemo .... I love this name. I always think of them as "mushbooms" which is what the mushroom enemy in Secret of Mana is called, but officially in our GDD they are "Starshrooms" XD
RaspberryJam, Here's a look at my process designing upgrades for Rootin' Tootin' Lootin' & Shootin'. I have one big image file where I sketch out new ideas and refine them.
https://store.steampowered.com/app/2372450?utm_source=mastodon&utm_campaign=upgradesketches
dekirisu, 🦕 added castle themed assets
🐢 lighting changes & sky -> fog
🦜 tile map refactorfunnily enough - after I've changed sky->fog, the N24h race was red-flagged cause of fog and ended after only 8h. 👀
(all 3d assets are made with #blender3d)
#gamedev #rustlang #bevyengine
Andre_LA, Working again on my game, the GUI it's probably finished (thanks Polyglot project for translations!)
Now I need to save these settings :gamedev:
(pixel-art made by Leonardo)
Pixel art main menu of a game, the gif explores the audio options.
rakqoi, Here's a first look into how my solo game dev project is coming along!
It's an action deck builder where you play as a witch with the goal of clearing restless nature spirits. You will be able to capture spirits and summon them as familiars!
Somehow I always just miss #screenshotsaturday ...
#gamedev #indiedev #godotengine #godot #art #MastoArt #fediart #screenshotsunday
glassbottommeg, As someone who essentially went indie because of Indie Game The Movie, this is a sorta heartbreaking read: https://www.polygon.com/24162580/indie-game-the-movie-rewatch-fez-braid-super-meat-boy #GameDev #IndieGame
raptor85, @glassbottommeg phil fish was kinda notorious, he got semi "famous" in the indie-dev scene before even releasing a single game (and receiving loads of outside funding and help for his ) then was basically just an up his own ass prick to everyone after that (when he wasn't ranting about his LSD/ketamine dreams or how much he hates anything japanese). This wasn't new to after the movie, he was like that in 2008.
raptor85, @glassbottommeg blow wasn't nearly as bad, and didn't really hang around online like fish did, he was just kinda a jerk to everyone anytime someone had an interaction and put down anyone else's games he saw, and not constructively, so he was just kinda this snobby rich "ideas guy" well before the movie.
Don't think anyone has a problem with McMillen though, he's always seemed a pretty normal, nice guy who just happens to make really messed up games, not surprising he's the one still succeeding
LMG3864, Today's Potatostrike progress report:
- All unlockable Potatoes have been added to the game. There's a total of 4.
- You can select the Potato you want to use in the new Potato selection menu. You can also see how to acquire new Potatoes here!
bug, Implementing stairs climbing in a video game seems to require a PhD. I wasn't ready for that 😭
https://github.com/godotengine/godot-proposals/issues/2751#issuecomment-2143143439
bug, The good thing from all of this is that it gave me ideas on how to glitch exploit through walls in video games