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ulrivo
@ulrivo.itch.io
#GameDev #Godot #SoloDev #IndieGameDev #GameEngine #Blender #GreasePencil #MarbleHavoc #Jumptix #Elixir #Phoenix

Worked on games with marbles.

Actually working on a 2D platformer maker named Jumptix, simplified and similar to "Super Mario Maker"
Reposted by ulrivo
Made another two frames for my ready-to-use frame pack 🍀
This time i tried doing patterns that are a little more elaborate

#MVNA #RenPy #VNDev #IndieDev
February 8, 2026 at 10:44 PM
Reposted by ulrivo
today's progress for MVNA! I'm working on a set of frames that you can easily re-color in-engine^^

#MVNA #RenPy #VNDev #IndieDev
February 4, 2026 at 11:34 PM
Reposted by ulrivo
The new Tiny Tied Demo v0.4.0 update is now officially available on itch.io!

Here is the devlog with all new update infos :)

merpui.itch.io/tiny-tied-de...

#IndieDev #GameDev #IndieGame #devlog
Tiny Tied Demo v0.4.0 Update
Hey, long time no see! Well, once again, a lot of time has passed since the last update. More than a year, in fact! Oops. But a lot has happened in the meantime! To get straight to the point, here’s.....
merpui.itch.io
January 27, 2026 at 10:40 PM
Reposted by ulrivo
Shunye and Uvlo are on the new valentione's artwork omg 😭 ❤️ 🎉

#FFXIV
January 27, 2026 at 10:55 AM
Reposted by ulrivo
testing the photo mode in code vein II :3

#CodeVeinII
January 25, 2026 at 5:52 PM
Reposted by ulrivo
added some movement to the quickmenu today

#RenPy #VNDev #IndieDev #GameDev
January 13, 2026 at 11:47 PM
Reposted by ulrivo
So, there's some kinda good news! You can already play the latest version of my demo here on itch!

merpui.itch.io/tiny-tied-demo

However, over the last few days, I've noticed some things that I still need to address. So an 'official' release of the update is still to come!

#GameDev #IndieDev
Tiny Tied Demo by Merpui
Every action has consequences.
merpui.itch.io
January 9, 2026 at 8:26 PM
Devlog #16

I shall build a web app for my game, to exchange games, for a dashboard + highscore table.

Elixir + Phoenix are the tools for the web app. To refresh my knowledge, I solved the first five puzzles of Advent of Code in an Elixir Livebook - great fun!

#Elixir #Phoenix

adventofcode.com
Advent of Code 2025
adventofcode.com
January 9, 2026 at 1:59 PM
Reposted by ulrivo
The next update of Tiny Tied Demo may finally be ready in the next few days 🥹

Definitely soon!

#IndieDev #GameDev #IndieGame #Godot
January 2, 2026 at 5:45 PM
Devlog #15

Found back into the Godot version of Jumptix. It took me some time to find the right motivation to continue.

Built first animations: when the player is hit by a bullet, when the player collects rewards.

#Jumptix #Godot
December 28, 2025 at 10:26 AM
Reposted by ulrivo
[Everyday 27.12.25]
Tools used: Blender, Cycles Renderer, Affinity Photo. Original Resolution: 4000x5000.
December 27, 2025 at 5:19 PM
Reposted by ulrivo
Hi everyone! We’re almost at the end of the year - at least at the time of recording this video—which means we still have time for one more broken-screen effect. This time, it will be a simulation of an LCD monitor that has suffered some sort of internal malfunction.
www.youtube.com/watch?v=RTwP...
Godot 4: Digital glitch shader (tutorial)
YouTube video by FencerDevLog
www.youtube.com
December 22, 2025 at 7:16 AM
Devlog #15

It's really fun to implement physics with C++ - but it takes a lot of time. As I want to make a game, and as I am much more productive with Godot, I switch priority to develop Jumptix with Godot, and work on the C++ version later.

#Godot #C++ #GameDev
December 21, 2025 at 7:40 PM
Reposted by ulrivo
that checks out
December 16, 2025 at 7:38 PM
Reposted by ulrivo
Ready for Arcadion with my first mixed-class glam :D
December 16, 2025 at 12:48 PM
Devlog #14

Collision detection of rectangles is easy, collision resolution much harder. Made a debug mode to see collider shapes.

It is tedious to find good parameters for dragging and deceleration.

#C++ #SDL3 #Platformer
December 15, 2025 at 9:21 AM
Devlog #13

I started to implement two subclasses of Entity: Player and Tile which hold different components.

First task: collision detection and resolution.

#C++ #SDL #EntityComponent
December 8, 2025 at 9:48 AM
Devlog #12

There is a base class Entity with the same virtual functions as components plus more virtual functions like handleCommand, handleCollision.

And there are template functions for the component management: addComponent<Type>, getComponent<Type>, removeCompenent.
December 8, 2025 at 9:39 AM
Devlog #11

Now there is a base class component with three virtual functions, to handle events, to update the state of the component for every tick, and to render the component.

And I have some specific component subclasses: image, input, transform, physics, collision with properties and methods.
December 8, 2025 at 9:36 AM
Reposted by ulrivo
I needed a break from writing dialogue, and my game demo still has enough space for more characters.

This one had been in my head for a long time, and finally having him drawn in front of me feels really good!

#IndieDev #GameDev #IndieGame #PixelArt
December 5, 2025 at 7:30 PM
Devlog #10

In the second half of November I started to implement component classes like transform, physics, image, input etc. for different entities (i. e. game objects) like player, tile, enemy, trap etc.
I found a good tutorial by StudyPlan.dev

#C++ #GameDev

www.studyplan.dev/sdl2
Game Development with SDL2 | StudyPlan.dev
Learn C++ and SDL development by creating hands on, practical projects inspired by classic retro games
www.studyplan.dev
December 5, 2025 at 8:11 AM
Devlog #9

I need a structure, a composable architecture to implement properties and methods for the game objects. I expect no performance problems and wont need arrays of systems for a good pre-caching.
So, a simple EC-System should be good enough and easier to implement.

#C++ #GameDev #ECS
December 5, 2025 at 8:06 AM
Devlog #8

Or should I implement my own ECS-System?

There is a cool tutorial by Gustavo Pezzi for the development of your own game engine.

I think that I dont need an ECS-System for my game Jumptix. A simpler EC-System should be sufficient.

#C++ #SDL #ECS #GameEngine

pikuma.com/courses/cpp-...
C++ 2D Game Engine Development
Learn to make a simple 2D game engine using modern C++, SDL, ECS, and Lua scripting.
pikuma.com
December 4, 2025 at 9:58 AM
Reposted by ulrivo
Today I've put all my strength and energy (none) into the dialogue for Allyzabeth, to demonstrate her desire to meet new opponents (none)

#ScreenshotSaturday #IndieDev #GameDev #IndieGame
November 29, 2025 at 3:33 PM