BTS:LD
Character essentials 2/7

roma★
Not today Justin
2025 on Tumblr: Trends That Defined the Year

pixel skylines
$LAYYYTER
macklin celebrini has autism
PUT YOUR BEARD IN MY MOUTH

izzy's playlists!
TMBGareOK. The Official They Might Be Giants tumblr

@theartofmadeline
art blog(derogatory)
Misplaced Lens Cap
No title available

No title available
I'd rather be in outer space 🛸

Game Changer & Make Some Noise

No title available
let's talk about Bridgerton tea, my ask is open
Cosmic Funnies
official daine visual archive
seen from Mexico

seen from United States
seen from Uzbekistan
seen from United Kingdom
seen from Netherlands

seen from Singapore
seen from United States

seen from Türkiye
seen from United States
seen from United Kingdom

seen from United States
seen from United States
seen from United States

seen from Türkiye

seen from Malaysia

seen from United States

seen from Spain
seen from United States
seen from United States
seen from Colombia
@survivingindieorg
BTS:LD
Character essentials 2/7
Yo! This is a historic day. Here’s first ever (super groovy) video of my new game, Alien Squatter.
“Remember when hunting, to keep stocked up on supplies. You may need to stop by local stores to restock.”
11 hours of work on this today. Completely rebuilt all of the first-person rigs to include a “head” bone so I can animate the player’s camera a bit. Makes first-person interactions have alot more impact, and gives me alot of options for animating the player’s actions beyond just tilting the camera.
Finally implemented the Game Over state, and got game saves working! No manual saves yet, but the game can create and load checkpoints.
Brand new pistol too. Lots to enjoy!
Some romance scenes from Alien Squatter. Ragtime is probably the hunkiest of the game’s many romantic candidates.
New claws trait. The very first of the physical traits availible.
Friends/cosmetic items /npcs
Meet Julia, the main character of my upcoming game! Laidback, a bit clumsy and always in a good mood, her hobby is to travel across the world researching and studying witchcraft. Stay tuned for more info!
Meet Dávdna’s parents, the High Sramana, Viggu, and his wife, Edel! Concepts by Mayenna Sophie and @monsiearts
A pigeon for the game, in the style of old PS1 games like Harry Potter. The rest of the games assets are gonna be in this low poly, photomashed style. The texture isn’t final, and will probably be remade but we may use the gif compression features in photoshop to reduce the colour range and quality of the texture so it better suits the ‘crappy’ artstyle.
I’ve taken over the whitebox from @bvic, working off her great work on the isometic camera/character and getting them to move and function. So, going off of Becky’s code, the character has two control modes; Walking mode where the character is slower and connected to the ground, so only able to get things off of the floor or low shelves. Flying mode where the player can move faster, but have less control over the character but can reach higher objects and are faster. I still need to work out the transition between the two, but it will likely be a button press that elevates the pigeon to the flying height or activates gravity, sending them crashing to the floor. Might have some feature where its easier to get caught when flying or something.
Game designer getting his ass kicked by his own Unicorns during level creation. Embarrassing.
Freaky math rocks
I recently implemented a new texture to replace the ugly looking rocky wall, and I know you guys love it when I go into detailed posts about the underlying mathematics of my systems.
As a point of reference, here’s what they looked like before.
Look at that, so ugly. Ech.
For the new walls, I wanted less overlap and more prominent cracks. For that, I decided to go with a bunch of hexagons with random vertices.
Here’s how that started out.
This is pretty much a map of the corresponding indices in an array for each hexagon. From this I figured out a formula to generate a list of the points that correspond to a given hexagon, and after that it was just case of actually generating this array of points, and randomizing their positions slightly.
Don’t worry about the 120 degress typo, it’s just. Just don’t
Anyway, here’s what it ended up looking like in the end, or at least the general shape.
And here it is in game. (notice how it blends on the corner, it’s pretty neat)
Now I don’t know about you, but that doesn’t look like much of a wall to me, it’s just too flat and joined with the floor.
But that’s where lighting comes in.
I also wrote a shader to draw a nice shadow along the wall edges, to give it that extra depth.
I did it by calculating the distance of the pixel from the wall and determining the red based on that, then taking the pixel with the highest red so as to have colliding wall shadows blend nicely. Finally, the opacity of the shadow is determined by the amount of red.
Now scroll back up to the top and look at how ugly that original wall was again.
Anyway, hope you’ve enjoyed this glance into the mathematics behind a wall shadow.
In other news, 7DRL is next week. Hype.
Quinn is an active listener.
I’ve been doing level design (and a sprinkle of pixels) for this & we announced it today! Pleaaase check it out, spread this, share this! Thank you! <3
new ZAP logo
Hey everyone! I hope you’ve been doing great ♥
Are you ready for some updates? ᑴ* ͟ل͜*ᑷ