this is terrifying, every time I go test a map I forget it’s there and BAM eyes just open up and watch me go DDD:

Andulka
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Alisa U Zemlji Chuda

roma★

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cherry valley forever
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Origami Around

izzy's playlists!

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YOU ARE THE REASON

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Today's Document
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he wasn't even looking at me and he found me
Monterey Bay Aquarium
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@balladofsong
this is terrifying, every time I go test a map I forget it’s there and BAM eyes just open up and watch me go DDD:
Unity Pixel Art Tips 2018
Are you working on a Unity project, but your Pixel Art sprites look blurry and distorted? Don’t worry, follow this little tutorial and those pixels will look BEAUTIFUL!
(Reblog to save a dev life)
Keep reading
Playing Tetris after a traumatic event can help eliminate bad memories. A study of car wreck survivors found that those who played Tetris in the ER had 62% fewer bad memories than those who just wrote down what happened. Their memories also faded more quickly, so it’s believed that Tetris both distracts you from taking pity on yourself, and interferes with the way long-term memories are stored. Source Source 2
Acute Stronghold Postmortem (Ludum Dare 41)
In December, I participated in my first Ludum Dare Jam. I always wanted to try it out, but I always missed the deadline. LD40 was a lot for me because I was working alone during a big jam. Eventually I made it through and got honest feedback from other jammers.
That brings us to Ludum Dare 41 and my submission of Acute Stronghold. While looking through the posts of ldjam.com, I saw someone mention that they were putting together all of the code that they needed before the jam. I thought that this was an amazing way to go about LD. Why not create a game and simple tweek it to fit the theme. In other words, don’t become attached to my idea.
Thursday: I spent all day Thursday creating notes for my concept. I have a major project that I am working on. Slowly I am trying to throw out small portions of the game into the community to see the reactions. I decided to create a dungeon crawler after playing NITW a few days before.
Originally I wanted a four level dungeon, but I haven’t made any games where the player attacks. So I thought what can I do to make this game non-violent? I looked online for things that made dungeon crawlers unique. I forgot what triggered the thought, but I decided to pull an Undertale. I would make the dungeon crawler like normal, but add in an extra mechanic that the player can interact with the creatures.
Friday: I spent the day trying to relax. This way by the time the theme was announced, I would be ready to tackle the monster known as Ludum Dare. 9 PM came and the theme turned out to be Combine 2 Incompatible Genres. Since I already planned the game with the dungeon crawler theme, I figured the best 2nd theme would be math based. My big project will be an edutainment game and I figured this would be a great way to test how an edutainment game will be accepted in the gaming community. The first thing that I did was use my go to art programs (DISCLAIMER: I am not an artist) MS Paint & MagicaVoxel. I started creating the assets that I listed down the night before. So far so good! My jam was right on track with the schedule I created. Another important note is that at GDC18, a big topic that many of my mentors (both AAA and Indie devs) mentioned was self-care. For LD41, I decided that I would test out what everyone told me. I would take care of myself by eating well, taking breaks, and sleeping at least 7 hours a night.
Saturday: Today is when the fun began. I scheduled my day with a three-hour break for lunch and dinner. I was to stop my day at midnight and I had every item planned to make sure that I had used enough time wisely. Everything went smooth until I had to code the interaction piece. This took up all of my time and created a lot of frustration for me.
I ended up cutting my breaks about an hour short and stopped working at 2 AM.
Sunday: I slept in late because I wanted to make sure that I got enough sleep. For today, I scheduled a shorter break for lunch and dinner. I ended up still focusing on level one’s interaction and attack mechanics. I wanted to increase the player’s health points, but ended up not being able. I tried to have a rejuvenation health system, but wasn’t able to get it to work. I wanted to have health in boxes and have the player break the boxes to gain health, but I was too lazy. I fixed the health and interaction trigger boxes so that the player doesn’t have to be too close to interact, but close-ish to attack. I barely took a lunch because I was so focused, which made me a bit upset because, I was breaking my self-care rule.
I ended up stopping work on level one and focused my attention to a boss level with the same concept on a smaller scale. I was able to code the interaction portion successfully on a one-to-one (player vs enemy) basis. I was working on the interaction code again, but I kept getting an error message, which was weird. I have been coding the same way all weekend.
Monday: Today, is my last day to work! I realized that Sunday night I was so exhausted from looking at code that I was declaring a line!...rookie mistake, but good thing I went to bed on time. Once I woke up all the creative juices started to flow and I was knocking out code left and right. I felt good about myself. I decided to once again skip the interaction code for all of the enemies and work on other things. So I finished up the music, additional assets, credits, ending, and cleaned up the game with any buttons, triggers, or colliders that I missed. After everything basic was completed, I decided to do a workaround for the interaction code. I decided since I had the code work for one creature instead of multiple, that I would just have one creature know the pass code and everyone else just attacks the player. However, I didn’t want it to be too easy by just giving them a pass code to type in. My solution was to make it a math problem for the player to solve to get the pass code.
Then I filled in all of my levels with enemies. My goal was to make the levels easy. There is a way for the player to get through all of the levels, including the bosses, and only losing one Health Point.
Submitting my game: This was my panicking moment. Through all of the frustration and scheduling of time, I was able to create a game without having to technically do “crunch time”. Those nights of staying up late or cutting short a break was me being too focused on the project not because I needed to stay on schedule and was behind. Those moments, I honestly didn’t get much done, which proves that working longer doesn’t mean you will get stuff done. While making sure that my LD page and Itch.io page were matching and correct, I was freaking out about the time. I wanted to make sure that everything was perfect for my submission. I would upload to check that my HUD was within the frame, that all enemies attacked the player, and that all colliders were placed properly. Once I hit publish for both page, I felt good!. I felt like I was able to eat properly and sleep well without overdoing. For LD40, I ate only junk food and had a max of 4 hours of sleep.
Lesson learned
I can get the same amount of work done with proper sleep and food than if I crunched the entire time. Self care is very important and if I were on a team, I would only benefit them with the correct amount of self-caring.
Ludum Dare 41 was an interesting jam for me and I learned a lot from it! http://bit.ly/2HpqFVC
Come show some love for indie devs at Indiecade '17! Tix @ http://bit.ly/indieTix
In the middle of remaking a game that I originally created for the Bitsy Daydream Jam. This is my first time using Voxels and I love the way it looks so far.
As the year goes on...
I am trying to keep this momentum going. Since May, I have been assisting a IndieCade in bringing awareness to their events, working with a great concept artist on a big project to help students learn math, I took on an internship to help port a game from PC to Xbox, beta testing Sally Face Episode 2, and participating in as many game jams as my schedule will allow.
I am trying not to slow down because once I slow down, there is no comeback. Usually I get comfortable and afraid to take risks. I don’t want that to happen anymore. I want to continue to follow my dreams of gaming because I realized that gaming is really my life!
Me again, I leveled up my art material studies!
You can see the old set above and the new set below, theyre about a year part although it seems liek much more! All I’ve had sine the first set was job offers and a range too, of working on Willy Wonka to London game art stuff! To more recently with childrens attire and Mobile game’s from america, and though I hadnt taken my chances on most of them its only made more available to me and helped me grow and develop my skills!
So here’s the latest level up, I still had the old materials on my pinned twitter until recently, so I guess ill replace them with the new ones!
Hope you all like!
Drew this little fella last weekend, will be featured in our upcoming trailer!
Meet Opo, the smallest of the turtle tribe! Exuberant and speedy (able to run a blazing 3mph), he tends to talk over his elders and can barely stand still longer than a minute. He longs to leave the swamp and venture to unknown parts of the island… maybe even meet a human!
So when I put up the poll for this week’s NPC, I had a pretty good idea “Turtle” would win. :) Unfortunately for me, I didn’t actually have any of the turtles drawn yet. My intention was to draw the main turtle you meet in the story, but this lil guy came out instead! Oh well.
How to Handle Criticism Like a Classy Developer
How to Handle Criticism Like a Classy Developer
When someone has something negative to say about you, how do you react? Do you get upset and argue, or do you ignore them? How about keeping your head down and letting them have a field day? If you’ve been put in this position as a developer, you should know that the right protocol for this is a little different, if not humbling. As it turns out, the best way to handle criticism is to tell people…
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I absolutely love how the night version of this background turned out! It looks like it could be perfectly still water, or a mirror.
I will briefly describe how I made this in GameMaker using surfaces which are really awesome to mess with.
I start with the dark background color then I draw the stars on by using a particle system. The stars are actually just randomly burst all over with a few concentrated patches of extra stars. Then I overlay the pink glow by drawing a gradient rectangle and messing with the blend mode. Finally, I alternate between a layer of land and a layer of fog with an additive blend mode. This whole thing should be drawn onto a surface which I then draw normally onto the screen. Then I draw a copy of the surface but I flip this one upside-down and blend it with a bluish color to get that darker tint on the reflection.
If anyone really wants more details on how I made this or anything else then please feel free to ask me!
Experimenting With NavMesh
Here’s a little sneakpeak at the gardening!
There are nine different types of plants to raise, and they sparkle when they’re fully grown (ノ◕ヮ◕)ノ*:・゚✧
Dev Entry #009
Chooks’ walk cycle added. Just have to do Ray’s once I actually get to designing him.
Be online and get noticed
...I went MIA once again. I have been working with a conference as an outreach volunteer. I wanted to learn some skills and get myself out of this shell. It is much harder than I expected: looking for people and little groups to attend our conference. I noticed in my search for indie devs that: Yes, we might have games online. Yes, we are participating in game jams. Yes, we are on itch.io, game jolt, etc. But let me ask you...can someone find your contact information easily? Unfortunately, I can't message (or havent figured it out yet) people on twitter unless they also follow me. So that leaves me with their website, tumblr, or itch.io accounts. Many don't have a contact box or email address posted....so how will you know when an opportunity might come? I even had to step back and add our email address to our main page on itch.io....because you never know and I didn't notice.