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See, that’s what the app is perfect for.

Sounds perfect Wahhhh, I don’t wanna

What’s up everyone? I hope your year has been a good one, and many blessings to you for this new year. ❤️

My family has gone through a lot this year with loss, grief, hospitalizations. I haven’t been around much and haven’t worked much on my gamedev. I had a lot of plans for 2022 and accomplished almost none of them, and I have been processing that as well.

The good news is my family is healing. I’m on meds now, and going to regular therapy and trying overall to do better for my mental health.

Given that the bird site is basically imploding, I’d like to move back here to Tumblr as my main base of operations. Y'all were where I started, and I like the vibe of this place. My hope for 2023 is, though I’m backing off social media as a whole, I’ll be posting gamedev stuff here more regularly as well as over on Mastodon:

To start, here’s the new logo I made for Studio Spacefarer, my solo hobbyist gamedev self!

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I’d like to close with loving memory to our baby Wren. We didn’t get to meet you in this life. I hope we’ll meet again in the next. Love, Daddy.

wideworldgame asked:

Hi there, if you're able to answer it I have a question about your z-height method. I've adopted your system into my game and am drawing the 3D platforms using tiles, not sprites - the z-height objects are being placed over tilemaps. Will this work with your method and depth sorting (z-tilt) or will I have to convert every platform to a sprite instead of using tilemaps? Just wondering what's going on in your game. Thanks so much in advance!

It really depends! For moveable objects (blocks, etc) or decorations (trees, etc) it’s a tilted sprite on an asset layer, or an object with a tilted sprite. For the most part I’ve got tile layers though, all set to specific depths that match the height they’re at. My main ground layer is -96, and a cliff of “16px above” that would be another layer at -112. The sprite asset layers also have depths set similarly. Hopefully that makes sense!

How to use GameMaker’s filters for lighting!

Got a new lighting system for ProtoDungeon 3. Take a look!

I had a similar effect in 1 and 2:

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The difference? Now I’m using GameMaker’s new filter system, and it seems to make things run much more performantly. I wanted to share with you how it was done!

First, a little on how the effect works:

Behold a daytime scene from ProtoDungeon 3!

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For a cool nighttime effect, instead of just making things darker, let’s employ a Hollywood trick and shift everything blue:

Keep reading

GameMaker tutorial lighting pixel graphics ProtoDungeon the waking cloak game development pixel art gamedev indiedev zelda surfaces shaders filters
thewakingcloak

thewakingcloak:

protodungeon 3 enemy

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chomp chomp

This one was a lot of fun to draw! It morphed from the image I had in my head as sort of a betentacled kraken thing to something much more unsettling.

Here’s a timelapse!

Rebologging because 5am is a terrible time to post to tumblr lol

thewakingcloak pixel art pixel graphics pixelart gamedev indiedev the waking cloak protodungeon zelda aseprite gaming monster sea monster