Worked on games with marbles.
Actually working on a 2D platformer maker named Jumptix, simplified and similar to "Super Mario Maker"
Here is the devlog with all new update infos :)
merpui.itch.io/tiny-tied-de...
#IndieDev #GameDev #IndieGame #devlog
Here is the devlog with all new update infos :)
merpui.itch.io/tiny-tied-de...
#IndieDev #GameDev #IndieGame #devlog
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
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
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
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
Definitely soon!
#IndieDev #GameDev #IndieGame #Godot
Definitely soon!
#IndieDev #GameDev #IndieGame #Godot
Tools used: Blender, Cycles Renderer, Affinity Photo. Original Resolution: 4000x5000.
Tools used: Blender, Cycles Renderer, Affinity Photo. Original Resolution: 4000x5000.
www.youtube.com/watch?v=RTwP...
www.youtube.com/watch?v=RTwP...
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
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
I started to implement two subclasses of Entity: Player and Tile which hold different components.
First task: collision detection and resolution.
#C++ #SDL #EntityComponent
I started to implement two subclasses of Entity: Player and Tile which hold different components.
First task: collision detection and resolution.
#C++ #SDL #EntityComponent
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.
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.
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.
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.
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
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
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
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
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
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-...
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-...
#ScreenshotSaturday #IndieDev #GameDev #IndieGame
#ScreenshotSaturday #IndieDev #GameDev #IndieGame