#WMM - 014 [Dekatronic After Images]
Yo, time has been a bit of a hard resource to gather recently so I haven't had as much time. I'm am still doing my best to work on these tracks though so I hope you like them!
#chiptune#chiptunes#8bitmusic#retrogames
the way ozzy osbourne lived his life, its a miracle he even made it to 76. he changed the history of music forever… there will genuinely never be anyone else like him man. this one fuckin hurts
the godfather of metal, prince of darkness, rest easy 🕊️
Super advanced, BAFTA Award Winning* gameplay!
You can now do amazing and groundbreaking things, like press up and down on your DPAD!
#indiedev#gamedev
Anyone have any desktop recording software that isn't too bloated, doesn't suck, and isn't OBS?
OBS is fine but I kinda need something not made for streaming, OBS is too bloated for my needs. I just want a simple recorder.
Bonus points if it can auto-crop.
I wanted to try uploading and embeding a video from youtube into here, but that seems to have failed. I continue to play with it. For now accept the true embed here
#WMM - 003 [Bykel Flashpoint] https://t.co/0tO06M9wNg
This week I somehow came up with some really weird waveforms with a bit of filtering. How I did that? I do not know, but I like it!
#chiptunes#chiptune#nes#nintendo#oscilloscope
Screen real estate mostly.
I did try to put them below the health bar originally, but in a situation a player has reached max health, that just makes the bar so tall it ends up feeling claustrophobic.
Here's a really rough thing I whipped up for example's sake, pretend the 2 healthbars are actually food/water. :)
I have also considered ditching the icons for hunger/food and doing a traditional bar, then I could make it extremely thin and place it under the health. But then it breaks the design flow.
Progressing along on the UI layout, art is still not really done though.
Thoughts? Disregard there being 3 health bars, they're for different "phases" of the character's progression.
#indiedev#gamedev
oh yeah, this shot was really early in, just figuring out the overall layout. I think agree with you across the board, and I did this yesterday.
Note the 3 sets of health bars are for different phases of the game, they wouldn't always all be up there.
As for font, I have an entirely different font I'll use for text, this tiny font is just for item counts.
I also have not really "properly" drawn any of these element's art, it's all just hodgepodged together currently.
Alrighty, back on the bandwagon after the new PC build.
I've started the rough layout for the UI. Although none of the UI art is really final, it's mostly hodgepodged together from other projects of mine.
#pixelart#indiedev
I've settled on a game resolution of 384x216 (10x scale at 4k, 5x scale at 1080p).
I'm also homing in on the UI aesthetics, although none of it is drawn properly yet.
#indiedev#gamedev
It's complicated!
Its core inspiration is the current trend of "Randomizer" games, like LttPR.
So, it has zeldalike gameplay, in the mechanics style of LttPR and other randomizers... except it's also a roguelike with a procgen'ed zelda-y looking world.
I'm not entirely sure what genre to call this yet. :)