mcoorlim, Going back to developing a game-a-week until I stumble upon gameplay that inspires me to spend months on a commercial version.
I'll probably create a new YT channel for #devlog purposes as my current channel has been taken over by the analytical playthrough videos.
Today I'll set up a Hacknplan board and plan things out, tomorrow I'll start implementation.
mcoorlim, Repeat : Return : Revise is an #interactiveFiction game made in #godotEngine using @inklestudios's Ink markup language. I spent a week figuring out how to use the plug-in because I don't know how to code in C#, and also managed to get the story written.
Art? Sounds? Proofreading? Who has time for that? Not this guy, I aim to make a game every week. This one was about time loops!
Download it and give it a try. https://mcoorlim.itch.io/repeat-return-reprise #devLog
cesarizu, @mcoorlim
Inkgd doesn't need the C# version, it's pure gdscript: https://inkgd.readthedocs.io/en/latest/
mcoorlim, @cesarizu yeah I was using inkgd just fine with Godot 3, but when I tried using the beta Godot 4 branch it threw a bunch of errors so I switched to Godot-ink.
teahands, Devlog series slash indie game project recommendation for you.
Rob Lang. Clomper. A co-op game about navigating a giant steampunk ladybird through a desolate hellscape, for some reason.
Devlogs that are sarcastic, relaxing and educational all at the same time. Soothing british tones. And irises.
SO MANY irises.
It's worth a look, that's all I'm saying!
YT: https://www.youtube.com/@roblang
Steam: https://store.steampowered.com/app/2349380/Clomper/
nullagent, So, I've gotten a ton of questions about @rfparty on iOS. And the short answer is that Apple won't allow cyber security tools on the App Store. See the blog post linked.
It costs a lot to get iOS out the door(need an OS X box, a modern iPhone and dev license ~$2k+), but it's really not a ton of engineering work to actually port rfparty to iOS. It should be easy, but current app store rules are lame.
cmdrmoto, (edited ) @nullagent @rfparty @fdroidorg One benefit (to Apple) of their walled garden is, it helps lower Apple’s costs for iPhone support.
If an iOS user installs malware, there’s a pretty good chance they’ll soon be asking for AppleCare. AppleCare is a huge part of the company’s competitive advantage, so anything that risks raising the cost of providing that service is Bad News For Profits
And of course sideloaded malware creates a tech support nightmare … (1/2)
cmdrmoto, @nullagent @rfparty @fdroidorg If Apple should discover that sideloading apps in the EU does not in fact result in significantly higher AppleCare expenses, then there’s a chance this capability might make it to the rest of the world.
(Or maybe they offer sideloading support as a “iCloud Pro” service or something)
(2/2)
fluffy, Bandcrash devlog: v0.7.0, now with an all-new player engine https://fluffy.itch.io/bandcrash/devlog/628520/v070-now-with-an-all-new-player-engine #devlog
fluffy, it's gonna be a pain in the butt to figure out a fix for this, especially since it looks like even though I'm using a python.org Python binary it's trying to pull in stuff from homebrew, which is of course never going to be portable or multiarch
fluffy, okay so as a temporary "fix" I uninstalled homebrew from one of my Macs and used that to do the build, completely free of /opt/homebrew taint. Hopefully that works.
But the solution to "I want to build a binary that works on all Macs" should not be "own two Macs"
teahands, View graph for my first little #devlog video is an amusingly weird shape, idk what's going on there.
Cheers everyone for the support on it, so far we're on about 30x more than my original view goal lol.
Just gotta find the time to edit together a second one, which is of course the tricky part 🤦♀️
lisyarus, @teahands That's probably the A L G O R I T H M kicking in, it does so pretty much at random times.
teahands, @lisyarus Yeah, it's weird comparing this to my first channel, think it took about 2 months to get anywhere close to this many people looking at that stuff (although, since it was my first channel, the first few videos were admittedly trash).
Going to ignore how random it is and take it as confirmation that I'm getting better at videos :D
teahands, Celebrating #WIPWednesday by actually finally getting on with this devlog after an accidental six week hiatus.
Well done me 😅
nivrig, #devlog - Sprites and Isometric Sorting
gemini://s73.girv.in/glog/2024/2024-03-30-amiga-isometric-devlog-03.gmi
spartan://s73.girv.in/glog/2024/2024-03-30-amiga-isometric-devlog-03.gmi
https://s73.girv.in/glog/2024/2024-03-30-amiga-isometric-devlog-03.html
Middaparka, @nivrig Hark at you with your fancy domain name. And URL shortener.
And probably some other stuff.
nivrig, @Middaparka heh I did use it as a link shortener for a while but not any more. I do use it for email. Wish I’d bought jo.hn when I had the chance though.
chipwits, We recovered some of the Forth code from the original 1984 version of ChipWits. Join us in deciphering the code for how Electrocrabs work! #devlog #programming #forth #gamedev
https://chipwits.com/2023/11/11/forth-code-for-electrocrabs-in-1984-chipwits-deciphered/
Rycaut, @chipwits very cool. I have fond memories of the original game on Macs. However as I remember it the game or at least the version we had worked on our Mac 512. But then failed when we upgraded the hardware to a Mac Plus (can’t remember if there was also a System update involved I was just a kid). I’ve long thought the original game would make an amazing modern game and have been surprised it never got ported to later OSes or systems.
chipwits, @Rycaut We're doing that, now! You can sign up for our beta at https://chipwits.com/ - still free tickets left. There was an earlier attempt with ChipWits II but it never got off the ground. We're adapting the new ChipWits for modern audiences.
mcoorlim, Given some unexpected real life emergencies, I probably won't have my weekly game release tomorrow. I lost a few days of dev time! I can have something bare-bones done tomorrow, but it'll probably take until mid-week - 10 days total - before a polished release of my next project.
I've got a simple interface done in #godotengine and the story beats handled in Articy:Draft - next is implementing the text in ink.
bram, @mcoorlim i made a small articy interpreter for godot if ur interested, its very wip but we use it in our studio for our upcoming game :)
mcoorlim, @bram thanks for the offer, but I think I'll be using ink this time around, with Godot as a wrapper.
mcoorlim, #devLog having difficulty finding a #godot4 ink interpreter that's at a state where it's capable of doing what I need it to do in a way that doesn't require me to learn C#. I'm not opposed to learning C#, but my timeline on this project is thin as it is.
Switching to the #godotEngine dialog manager plugin and adapting it into a narrative text game wrapper. #gameDev
mcoorlim, Today's #gameDev will be writing the game's text out in Scrivener; I like that best for drafting and revisions, and it'll help me keep each passage distinct.
openbioforge, A fork! ... is ... invisible in my hand?! 🤔 ... because hierarchical transforms aren't implemented yet🤦 Progress continues. #bioforge #devlog #retrogames #retrogaming #gamedev
upmultimedia, @openbioforge Those models are awesome
russmatney, hacking on dino and #PluggsMcGee - regen those rooms! loving this proc-gen stuff lately
The victory here is last-room's floor tile aligning with next-room's.
#Roguelike #DevLog #SoloDev #IndieDev #GodotEngine #Screenshot
russmatney, The gameplay context for these levels - pluggs ambles along tossing plugs at sockets, and when the wire gets too long, it fades.
Still punting rope mechanics! Kind of scared of it, really.
mcoorlim, #DevLog: Today's the last day of polish for this week's game, in which you are a ghost trying to scare children out of your haunted mansion before an evil teddy-bear murders them.
Came up with some #chiptune music that I like for the core game and intermission scenes, wrapped up the title, tweaked the floor tiles a little.
There's more I could do but the point is to spend exactly one week on each of these, so it's time to wrap it up. #gameDev #godotengine
mcoorlim, I wouldn't say I'm "satisfied" with the pixel art, but I'm "out of time" given how slow I am when it comes to making things look good. Some of the furniture looks flat and the rooms are sparse, and I'd have liked to come up with alternate floor tiles that are more haunted-house-y, but there are so many hours in a week and I've had to deal with a few emergencies as it is.
maxim, Two o'clock in the morning. I listened to various news, there is no point in sleeping...
Reopened Unity and Visual Studio. I want to quickly make an experimental system for the appearance of enemies, it will react to different indicators of the hero and the environment in order to throw different enemies to the player and loot. To make gameplay more fun, I hope...
I have a big scheme in my head, no time to draw a diagram
mcoorlim,
awkravchuk, It is #screenshotsaturday, and it is time for #devlog of my #CommonLisp game engine!
https://youtu.be/VSp61zdA6C8
#gamedev #indiedev
dalelane, I finished a new feature on #MLforKids this week - adding an option for students to store their own training data, instead of on my servers.
I try and develop the site in the open, so here's another #devlog update on the thinking that went behind this feature.
wawe, (edited ) New devlog where I talk about my process for the release and what are my expectations with the release: https://youtu.be/JzDUXIttOuQ
yumekodevill, Russian New update for Cube Trapped 3D!
In new update we add: Tutorial, New 3 levels and mechanic "Key".Google play links - https://play.google.com/store/apps/details?id=com.DeVilCorporation.CasualGame
#devlog #mobilegame #indiedev #gamedevs #gamedevelopment #development #indiegames #indiegame #IndieGameDev #gamedev #googleplay
apicici, All the puzzles for the new game have been planned! It's bigger that our previous ones, and it warranted the use of a good old Puzzle Dependency Chart™.
I hear it's all downhill from here.
collegefungames, First (slightly boring) #devlog!
#pointandclick #adventuregame #indiedev
Achie7240, I promised a #Devlog for the weekend, sadly it got delayed, but here it is!
It is about the progress that was made in the actual programming. Not much to share as the code is pretty easy, but here we go
https://ko-fi.com/post/Crea8-1--Autobots-roll-out-E1E2PECQF
#pico8 #cre8jam #GameDevelopment #IndieDev #PixelArt #Programming
shellsharks, Alright, me creating the "Activity" feed on my site really kicked off a bunch of other things I've wanted to do…
- Activity feed (https://shellsharks.com/activity) now features #devlog posts
- Changelogs are bucketed weekly and visible inline in the Activity feed
- Devlog content series is now live (https://shellsharks.com/devlog)
- Devlog 1 published: https://shellsharks.com/devlog/initialization
- I have a new RSS feed for devlogs and an "all content" RSS feed for those who are crazy enough to sub to everything I write
apicici, I wrote a blog post to explain how my technique for smooth, pixel-perfect parallax scrolling works, with comparisons to the other common approaches.
https://blog.apicici.com/posts/2024/05/smooth_pixel_perfect_parallax/