Started 7 years ago (2016-05-19T09:00:00Z). Goes forever.

Do something, anything, related to the development of your game every day!

"Great things are not done by impulse, but by a series of small things brought together." - Vincent Van Gogh

"Inches make champions." - Vince Lombardi

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Recent submissions (694 total)

I finally got lerp working, but I've yet to figure out how to control the speed of the animation overall. Regardless, I'm super happy that it's finally working!

After a day away (finding time to do this with an infant is waaaay harder than I ever thought possible), I finally figured out a bunch of my lerping issues. Almost all of them were derived from me not understanding how lerp worked within a game loop, and while I did figure some things out - there are still many things that I have on my plate to fix.

In the gif you can see that over time, the box moves to the mouse (when I click). I have yet to figure out why it doesn't occur smoothly or consistently, but I'll just save that for another day.

I'm learning more about lerps and the TIC-80 "TIC" loop. It makes my head hurt (we've got a bunch of house work going on to, so this stuff is taking a backseat), but I'm still trying my best.

My understanding of linear algebra and most other types of math is very limited (I was never good at it in school), and as such things like lerp I understand in concept, but not in practice.

I created a new project in TIC-80, and have been tinkering around with basic game mechanics and decided (for whatever reason) to start with lerping...

Needless to say it hasn't been going too well... BUT! I'm at least trying and that's what matters the most to me.

I've never been one to tinker with sound effects, but these fantasy consoles make it so easy. I was able to add in a small sound effect for shooting and it really adds a lot to the game even though it's just a single sound.

Next up... modulation?

Today I learned the hard way how difficult it can be to keep spaces and tabs separate. After adding in a font character to my TIC-80 config (so I can see the tabs) everything became much clearer.

Progress for today was limited to limiting (the amount of "bullets" the player can have on screen at once). I set it up to be an upgrade-able variable - in the event I actually keep working on this, and also worked out some kinks that I added from trying to add different types of bullets.

Off to a bad start with having a streak, but that's just how I've always been. That being said, I am really enjoying both Tic-80 and Moonscript. It has taken me a while to understand some of the... quirks of both - coming from a mostly C#/Java background has been helpful in some aspects, but I do carry a lot of bad habits from those things into my other projects.

Regardless, I have been working more on learning the systems, and how they all interconnect with one another within the fantasy console, and decided to try my hand at implementing some Space Invaders style mechanics! I'll probably move on to other things eventually, but for now I feel this is a good starting point.

My wife and I just had our first child 4 months ago, and being so overloaded with work and home life, I haven't had any motivation to do anything (except play FF XVI). Today I changed that by downloading Tic-80 and tinkering with Moonscript. Wish me luck.

Today I smoothed out the physics of the player's movement and wrote some simple helper functions to debug entities in the future... Maybe it would be cool to show them when that entity is hovered over if the game is paused!

Also thinking about converting this codebase to C++

Today I implemented scaling, letterboxing, 8-axis movement, and some rough physics. I also had a new idea for the theme, but don't want to share it yet. I got so caught up that I almost forgot to submit this streak.

Setup project with Odin, Raylib, VSCode, opened a window, and created the initial commit.

Another session of pixel art doodling... Trying to generate some ideas on theme and character. For some reason, everything is turning piratey.

My goal is to spend a minimum of 1-hour per day on a game, starting today.
I spent the entire time doodling characters and asset ideas in Aseprite. I'm not much of an artist, so it took some time to get warmed up. Feeling too embarrassed to share it at the moment.

today, i did a ton of cleanup both physically and digitally inside of my computer. i scratched the surface of improving my terrible player movement script, which still has a bunch of jarring camera issues — but slightly fewer than there were yesterday.

the goal is to keep pushing myself into tiny goals for the project, and completing things poorly instead of losing motivation from feeling like i'll never get it perfect. this means having 3-4 different threads of tasks for the project is actually really important for keeping momentum. it seems to be working so far!

A submission for Daily Gamedev

Added some hitboxes that launch the players ( will be used for ennemies )

A submission for Daily Gamedev

Added some animated waterfalls :D

A submission for Daily Gamedev

Fixed some visual glitches and finished to port all my jam game movement

I'm working on a port of my previous jam game using Love2D, and I added some acceleration/deceleration, as well as a sprint.

OverflownLove2D.webm282kb
2 downloads

I'm a programmer, by trade, so doing any kind of art that looks decent is a big deal for me.

Making this for the current minijam.

poking into robotmmo again. still no decision on the title but i feel like i have some ideas bouncing around. just added things to the design document tonight with flat's help. drew up a couple of crude things

New longest streak in the Decade Jam, rawr!

That said, I'll probably stop now. Nobody else is using this so I'd rather use a more reliable journaling method. Still feels good though :p

Today I ventured away from Blender and back into the more familiar-to-me world of CAD. I'm having trouble visualising how things interact in Blender, and the scale of everything is just made up, whereas CAD is all about precise measurements and assemblies of many individual parts. Probably not a common way to go about making game terrain but whatever, if it works it works.

The rest of the week I'll be continuing in my GLS refactoring work to allow more control over dialogue options and how different characters react to your choices. But I might not write about it here.

...until I steal the longest streak in the Decade Jam.

Today is Sunday so as per it was a quiet one. Planned my dev tasks for the week as I work slowly but surely towards a working prototype of GLS, bit of Blender, but mostly just good food and fantasy football. All things in moderation.

I refactored on a Saturday, that makes me feel a bit dirty. But it has to be done, and now I've worked out a better dialogue system, so it's all good. Also did some Blender practise, and watched Con Air, so all in all an acceptable day.

Today as part of the Blender-off, I decided to make a load of low poly versions of things from Kerbal Space Program. Just for practise, you know. It's not technically relevant to my game but is relevant to learning to make art for games in general, so that's fine for a streak entry.

Also had a pizza. Good times.

Continuing with the bit-by-bit refactor of my code for GLS, in order to add new features.

The core mechanic relies on the passage of days, so I'm adding in a button to skip to the next day and having it only become interactable once the current day's goings on are all dealt with.

Sounds simple right? Yeah, well, I'm sure it would've been if I had any idea what I was doing at the start of this project, but that's half the fun.

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