Watch Valentino sketch out a monster concept for Project M3 that doesn't quite work. They can't all be winners, but it's fun to watch his process!
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@mirrormatch-blog
Watch Valentino sketch out a monster concept for Project M3 that doesn't quite work. They can't all be winners, but it's fun to watch his process!
Daily Devlog - April 18th
What we worked on today
Valentino [100% Project M3]
Showed the team new test characters, scale tests on the world map
Ryan [100% Project M3]
Reworked battle game code so it can be used in simulations
Started work on a javascript console in monstertool so we can script tests and inspect state
Jason [100% Project M3]
More work on the new exploration zone
Daily Devlog - April 17th
What we worked on today
Jason [100% Project M3]
More work on the new exploration zone
Valentino [100% Project M3]
Made more headway on character redesign
Ryan [100% Project M3]
Got monstertool using the same game code as the engine
Created stubs to dynamically update the data in battle simulations
Daily Devlog - April 16th
What we worked on today
Ryan [100% Project M3]
Integrated latest game features into server code
Made headway on battle simulations in monstertool
Jason [100% Project M3]
Made a slider UI widget
Started planning an exploration zone
Valentino [100% Project M3]
Made more headway on character redesign
Daily Devlog - April 13th
What we worked on today:
Everyone: [100% Project M3]
Today we spent the day meeting and reviewing how we've been getting stuff done and how we can be more efficient in the weeks/months to come. Have a lot of great ideas that hopefully will get ideas from concept to reality a lot faster.
More work on the World Lore and sorting out some inconsistencies
Planned out all the tasks for next week
Daily Devlog - April 12th
What we worked on today:
Jason [100% Project M3]
Helped work on World Lore bible
More work on most recent monster concept
Started adding submenu support into the main game UI
Valentino [100% Project M3]
Hub tileset
Helped work on World Lore bible
Ryan [100% Project M3]
Came up with more major NPC groups
Worked on the main questline for the starting region
Daily Devlog - April 11th
What we worked on today:
Ryan [100% Project M3]
Implemented a lot of the required bridging functions for the v8 javascript engine in monstertool (console.log(), read(), etc..)
Implemented CommonJS module support
Worked on the World Lore bible, came up with a new NPC group that should be hilarious to write quests around
Played Legends of Grimrock
Jason [100% Project M3]
More work on in-game menu transitions and layout
More placeholder menu assets
Worked on another monster concept
Valentino [100% Project M3]
Worked on world lore
Played Legends of Grimrock
Daily Devlog - April 10th
What we worked on today:
Jason [100% Project M3]
More work on in-game menuing
Lots of placeholder menu assets
Valentino [100% Project M3]
More title concept work
Worked on character sprite
Added to city tileset
Ryan [100% Project M3]
Spent lots of time reading up on embedding v8 for running battle simulations in our data tools
Got v8 building into static libraries
Got a 'hello world' script running in v8 in our monster/battle sim tool
Daily Devlog - April 9th
What we worked on today:
Valentino [100% Project M3]
Brainstorming on new game title for M3.
Character Design for NPCs.
Testing some new styles for the environment art assets.
Ryan [100% Project M3]
Great progress on the monster tool, can now add and modify monsters and abilities via the tool instead of hand editing data files.
Tested several different map and road sizes trying to find the right "fit".
Brainstormed some more of the world lore.
Jason [100% Project M3]
Revamped the ability energy system.
Reworked the Battle UI layout
Worked on a monster design concept
Started the in-game menu system
DarkNet Concept Sketching
Click here to watch in HD!
Gestural silhouettes and structures are drawn in this concept session. This gives us a better guide on what the characters may look like after the redesign without spending a great deal of time finishing a full concept piece. If you want to see more of the behind-the-scenes work on the art for DarkNet, let us know by liking the video, following our youtube channel, or hitting us up on twitter @mirrormatchgame.
Let's Play Checkers - Now On Android!
In addition to Reversi launching, I'm also really happy to announce that Let's Play Checkers is now available for Android! This build features a ground-up rewrite of the UI so it's all opengl accelerated, and Android players can play against iOS players. All of the other features from the iOS version like themes, facebook connect, and matchmaking have been brought over to the Android version. The best part: It's free! So download it today and give it a spin!
Reversi now live on the App Store!
I'm happy to announce that our latest board game, Let's Play Reversi is now live on the iOS App Store! It brings over all of the features you know and love from Let's Play Checkers as well as an easy way to jump between both games for our most active players.
Take a look and let us know what you think!
Ryan, Jason, and Valentino
The game cast as of build #5, Valentino has been killing it lately!
Buttonhack Playable #5
Playable #5!
Another build with a big list of changes -- the highlights are another class (Wizard!), manually activated skills/spells that you learn as you gain XP (5 for each class to start with), 20 new monsters, 5 new bosses, 3 new epic bosses, and 2 new dungeon background sets! We also spent some time improving playability on windows (in particular scrolling in the item lists) so hopefully it'll be more fun for everyone playing on windows machines.
Click here to go to the playable and full changelist. Have fun and be sure to let us know what you think!
Buttonhack Playable #4
Hooray for new builds!
Build 4 introduces the warrior class, quests, and class restricted gear. It also completely revamps the stats system and introduces a bunch of new potions and enchantments.
Click here to check out the full change list and to play it! And as always, please give us feedback! The easiest way is to probably send us a note on twitter.
Buttonhack Playable #3
Another busy week! Lots of new features like attack skills, buffs, debuffs, poisons, combat text, exploding mobs, and ui improvements.
Click here to check out the full change list and to play it! And as always, please give us feedback! The easiest way is to probably send us a note on twitter.
Special thanks this week go out to @Gwaveproduction for being awesome!
New Buttonhack Playable!
We've been busy this week! New monsters, gear, rooms, and art in the newest version of buttonhack. Click here to check out the change list and to play it! And as always, please give us feedback! The easiest way is to probably drop us a quick note on twitter.