EVIL WIZARD COUNCIL VS SKELETONS BEAM ATTACK BATTLE
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sheepfilms
will byers stan first human second
Monterey Bay Aquarium
One Nice Bug Per Day

shark vs the universe
d e v o n
occasionally subtle

roma★
we're not kids anymore.
hello vonnie
almost home
todays bird
Peter Solarz

@theartofmadeline

Origami Around
2025 on Tumblr: Trends That Defined the Year

JVL
h

#extradirty
Alisa U Zemlji Chuda

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@bonerattle
EVIL WIZARD COUNCIL VS SKELETONS BEAM ATTACK BATTLE
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The playable #Vertebreaker “Technical Preview” is here! You can download it at http://www.headcannon.com !
https://www.youtube.com/watch?v=kmJ5Tnavs2w
Yep, it’s back
New animations, updated whip mechanics, fancy BG scroll, and other tidbits
Git Gud Ossie
I guess the updates have slowed down until we have some actual gameplay to show, but the art guys stay busy.
The waving on the leaves was actually a total fluke: I went over them with the smooth tool while the cycling was turned off and didn't realize the program was going to be blending in colors from the cycling range, decided to run with it. HAPPY ACCIDENTS
More Crowdfunding Options
After launching my Patreon campaign, I’ve received feedback from some people who were turned off by its subscription-based contribution system. In response, I’ve decided to launch campaigns on GoFundMe and IndieGoGo as well so that anyone can make individual, one-off contributions of any amount at any time without having to worry about when and how to cancel pledge subscriptions
The response to the Patreon campaign has been encouraging, with 11 monthly-contributors as of this posting. Very large thanks to all of them! I hope that multi-pronged campaign helps increase funding so that I can better-serve my end of the bargain
Stupid Lobbies
Video Games
Pretend there's some scanline wobbling happening here
Vertical parallax mockup, lerp lerp-a-derp
Patreon
If you’ve been keeping up with me, you’ll have noticed that I tend to take on large projects that take a lot of time and dedication. The biggest one is probably the ongoing enhancements to HCGE. The more time I am able to put into them, the faster these projects develop and the better they turn out
I’d like to make my own projects my full-time work so that I can be free to do more with them. That’s why I’ve started a Patreon campaign
https://www.patreon.com/HCStealth?ty=h
Please check out the campaign page for full details on goals, rewards, and what I plan to do. Even if you can’t become a patron, you can still help out by spreading the word
Thank you all very much for your support!
We interrupt your regularly-scheduled Rick to bring you me, Stealth! Aren't you lucky? Just thought it'd be interesting to show off our dev environment, or rather, a bunch of pieces of it all at once. What clutters up my desktop-
Headcannon Game Engine
Main Game Window
Main Toolbar for editor access
Level/Object Layout Editor with stat window
Tile and Palette Editor
Sprite Editor
Game Variable Viewer
Player Variable Viewer
Object Variable and Info Viewer
Crimson Editor with custom highlighting for code and script editing
Graphics Gale for creating and manipulating graphics to be imported
Naturally, each HCGE editor component is optional and can be enabled/disabled as-needed, but, this is an example of how it can all be arranged on dual-monitors Also, speaking of importing, this is what HCGE's import features currently look like: Some bits may be recognizeable from the last time I posted some HCGE progress. It's all still in-development, and will still receive more interface overhauls and more features. Luckily, I have this project's team to help me test it all into the ground before any of it goes live What can't be seen here? Well, some changes have been made to script handling and file structure as well. These all serve to allow asset naming instead of the use of ID numbers or manually-created aliases that have to be maintained in case of data order changes, provide a cleaner data structure, and help to provide a foundation for a more complex IDE. For example, notice that the names of Player Variables are already used in the Player Variable Viewer
Native script language (now dubbed “HeadCode”) Functions are now stored in individual “.HC” files that are referenced from “.lst” files, where they can be named
Other data such as Object Type Definitions, Object Sprite Sets, and Sound Effect Definitions, have also been split into separate files that are loaded by similar “.lst” files, where they can be named
Object Variables can now be named within their Type Data
Variables of various other types can now be declared in their own per-type “.lst” files by simply being named instead of requiring the number of variables to be defined within the Game Def and for them to be named by manually-created and maintained Aliases
All data that is loaded by a “.lst” file may be given more than one name by entering them all on the same line
As for the game itself, it seems to be progressing pretty nicely, as evidenced by earlier blog posts. Markey seems to be adapting especially well to coding, given the state of his awesome new whip mechanics. In-progress graphics and concepts for other upcoming content are already looking great as well It's all very exciting
More stuff for the swamp
Ya boi MarkeyJester sprucing up our whip. It's getting mad spooky in here