Experience Tumblr like never before
my solo submission for Dungeon Crawler Jam 2023
Short lil dungeon crawler game where you flip coins, hit gummy bears and steal their lunch money
Play it here if you like! https://downtownhipcheck.itch.io/charonwood
Have a cool day B)
I’ve started working on some (not finished) art for the first area as well as starting to work on lighting
don’t think i’ve mentioned this yet but i’m working on a platformer game rn
it’s going pretty well so far and i’ll post more about it when i have some actual levels and better graphics to share
for now, here is the player character
New design for the furby dating sim I'm planning! This lovely lady needs a name so suggestions are appreciated
Refactored all movement code to work in a state machine, added rolls, easing for indirect input moving, and a simple dynamic camera 🐺
testing out pre-rendered backgrounds in rpgmaker 2k3 (map is gm_nycity)
Overwhelmingly proud of this game over screen, I struggled getting the anatomy right on the two monsters. I may have added too much blood, but I don't really care I like it
without shading and UI buttons
Still working on remaking my old gamemaker project! I just redrew the menu, I think it fits much better like this!
here is a version without the UI and shading
here's a comparison between the last frame of my new jumpscare and my old one
new jumpscare made today
old jumpscare made last year
I feel there's been an improvement in this game
I'm remaking an old project in gamemaker, revamping all my old art and trying to fix bugs...yet I can't stop laughing at "Enemyplaceholder_spr"
LOOK AT IT, THIS IS THE FUNNIEST PLACEHOLDER I COULD'VE MADE. I STRAIGHT UP CACKLED WHEN I CLICKED THIS FUCKING SPRITE
I'm remaking an old project in gamemaker, revamping all my old art and trying to fix bugs...yet I can't stop laughing at "Enemyplaceholder_spr"
LOOK AT IT, THIS IS THE FUNNIEST PLACEHOLDER I COULD'VE MADE. I STRAIGHT UP CACKLED WHEN I CLICKED THIS FUCKING SPRITE
I'm making a simple horror game for fun, planning on posting it to itch.io when it's done.
I won't spoil anything in this post, but if people are interested in my game I can do update posts.
The backstory of the game's protagonist will be told in the loading screens.
Paying attention to them will explain the sequence of events that resulted in the broken bird getting lost in the emptiness of space.
a better quality video....
Added some models & animations, WIP
Work In Progress....
Hello This is now my artblog, to be able to like/follow as this username (before it was linked to a main blog as a sub).
I’m currently working as an English teacher while finding the time to draw and take photographs.
my other social media places:
INSPIRATION
INSTAGRAM / BLOG / FLICKR / BEHANCE FACEBOOK
Marvin created a displacement map from the moon landscape by the U.S. Geological Survey (USGS). He's still working on this, but it looks like it's coming along!
Whether you’re indie or AAA, for consoles or computer, I want to follow you and get to know you !
Does anyone actually like using OpenGL or was that all just a trick to make get depression?
I’ve put this off for too long, but I have some free time for a minute, so now’s the best moment to finally unveil my first project! So, without further ado, I hereby announce..
A puzzle-platformer metroidvania about memories, letting go of the past, and finding oneself; RETINA is now in development!
From here on out, I’ll be cataloging the development of the game as it happens! In this first (technically 0th) devpost, I'll go over my progress so far and an overview of my rough plans for the game.
Over the past couple weeks, I've been busy trying to get some basic movement and animations working. That has been substantially more difficult than I thought it was going to be.
In hindsight, this makes sense, given that I'm still relatively new to using Godot and GDscript. In any case, I've managed to get basic running and jumping working, as well as a rudimentary dash ability and test level; which you can see here:
The dash is pretty janky in its current state, though: The vector is added to the player's current velocity, which is technically how it's supposed to work, but that means it only nudges the character a bit when they aren't moving. The dash vector is also determined by the cursor's global position, which is what allows it to work in the code currently, but that causes a player intent issue - the direction the character dashes in sometimes won't match the one the player wants them to. Unfortunately, I'm still not entirely sure why this is the case. Using coordinates in relation to the viewport (the camera, effectively) would fix this, but that has its own problems I need to work out. Additionally, the velocity issue means that it's possible to gain speed theoretically infinitely by just dashing along the floor. Oops!
Once I fix the dashing issues, my next goal is to implement crouching, sliding, and/or climbing walls. After that, I intend to start working on adding a grappling hook mechanic.
Since RETINA is the first game I plan to release publicly, I'm trying to keep it relatively small in scope. That said, I've found that I'm rather incapable of keeping the ambitious side of me in check, so we'll have to wait and see.
Currently, RETINA is planned to be split into several distinct zones, of which two are currently in progress at the time of writing. I don't have a concrete final number of these zones in mind, but I want to aim to have a minimum of 4 in the final release. At the time of writing, I also have an idea that would necessitate having there be a variation of each zone - I'll talk more on that later in development.
When it comes to the narrative of the game, I'm aiming to convey the plot with no spoken words - some non-diegetic text will be present that will give you hints as to what's going on (The text on a game over screen, for instance), but otherwise no dialogue is present. I also plan to make a number of animated cutscenes - These are probably going to be the most ambitious and time intensive parts of the game artistically. I want there to be at least two cutscenes for each area, totaling to a minimum of 8, but the final number will depend of a variety of factors, including the scope.
Speaking of cutscenes and narrative, I also intend for RETINA to have multiple different endings. Currently, I'm aiming for three - One acquirable from the outset, one for finishing the game, and a secret "true" ending requiring finishing the game under certain conditions.
With regards to releasing the game, I currently only have plans to make RETINA available on PC for Windows and probably Linux. Mac support sounds like a pain in the ass (even though I'm using an engine), and I don't have a Mac to test on, either. I'm highly unlikely to publish it on consoles seeing as though this is my first release project, but I might consider porting it to Switch in the future when I've got more experience.
All in all, this is a highly ambitious project. I can't promise a schedule for these devposts due to permanent extenuating circumstances, but I'm hoping I can at least get around to making a devpost once a month. Furthermore, this game is going to take a really long time to make. I can't promise a release window of any sort, and RETINA is likely going to be a multi-year project. Real life sucks, we unfortunately all have to participate in it, and it takes more of my time than I'd like.
Having said all of that, thanks for reading! I hope you're as excited about this game as I am, and I'm looking forward to going on this development journey with y'all!
It looms over the dead lands of Earth to bring life to it once again.
For the humans destroyed their home, this one wishes to restore it.
Coin after coin, level after level, Alex manages to accumulate a huge loot!
Alex has set a new record!
Alex has entered the Hall of Fame!
Download the Fighty Driver DEMO! and experience for yourself. Can't wait to hear your feedback!
If you want to comment on the development, propose new ideas, improvements, criticisms ... join our Discord server.
The gangsters' heavily armed vehicles relentlessly pursue Alex, shooting and throwing grenades in an attempt to damage and destroy him.
Combat is inevitable!
Download the Fighty Driver DEMO! and experience for yourself. Can't wait to hear your feedback!
If you want to comment on the development, propose new ideas, improvements, criticisms ... join our Discord server.
Alex enters a large abandoned neighborhood.
In addition to gangster vehicles, Alex also faces a variety of environmental hazards, such as shooting turrets and explosive zones.
He must navigate the chaos carefully, collecting as many coins as possible and keeping his car in working order.
Download the Fighty Driver DEMO! and experience for yourself. Can't wait to hear your feedback!
If you want to comment on the development, propose new ideas, improvements, criticisms ... join our Discord server.