1.5M ratings
277k ratings

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

Sounds perfect Wahhhh, I don’t wanna

update de palette!

Finally got around to updating the browns on my palette. Bit of desaturation, bit of red hue, removal of the sour greenish-yellowish-tan color which I’ve always hated…

This is at least the fifteenth update to this palette, which I’ve been working on for pretty much six years now

Left is old, right is new. Check out the shipwreck, the tree trunks, and the dark sand! I was even able to get rid of a pointless mid-brown hue!

image
image
gamedev indiedev the waking cloak devlog devblog zelda game development protodungeon gamemaker pixelart

In order to do borderless windowed, I had to turn off the normal window frame. Yellowafterlife came up with a plugin that adds the frame back, so now you can play windowed and actually move the window around, or even play with it “maximized” with a black background. “Fullscreen” borderless windowed still works of course.

Not the most exciting update ever, but I’m getting back into the swing of things. 🙂

gamedev indiedev the waking cloak devlog devblog ProtoDungeon pixelart gamemaker

I think I’m finally ready to start being creative again. We had a very rough year with a lot of loss and grief, and I’ve been blocked for so long.


Hopefully y'all will be able to start seeing ProtoDungeon and The Waking Cloak stuff again soon ♥️

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!

image

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:

image

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!

image

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