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cuphoggames.bsky.social
CupHogGames
@cuphoggames.bsky.social
Official BlueSky-Account of #CupHogGames.
CupHogGames is an indie game company that primarily creates RPGs with character-driven stories.

CupHogGames:
https://cuphoggames.de
Alveron:
https://alveron.cuphoggames.de
Discord:
https://discord.cuphoggames.de
While "Alveron - Withering Roots" is still on hold, we’re diving into its sequel:
We're proud to reveal the true name of Project Void:
Alveron II – Vanishing Roots
Development has officially begun!
Stay tuned for magic, mystery & more.

#IndieGameDev #RPGMakerMZ #Alveron #FantasyGame #WIP #Art
August 3, 2025 at 9:45 AM
This weekend we started working on tilesets! Not all tiles on this screen have been replaced yet. In general, we are following the colorful Alveron style, but we are also using the tiles from RPGMaker XP as a reference.
A lot of work has gone into it so far!
#gamedev #rpgmakermz #indiegame
June 9, 2025 at 7:23 PM
The HUD is slowly taking shape. Here, I can at least show you that the buttons you need to use for control are displayed. However, the display of the buttons is still a work in progress.

#gamedev #indiedev #rpgmakermz
May 28, 2025 at 9:51 PM
We have added a HeightMap to the game using RegionIDs. This is then generated automatically. This ensures that projectiles that you fire stay on the level from which you fired them and don't suddenly fly over mountains and set everything on fire or something like that!

#gamedev #indiegame #rpgmaker
May 26, 2025 at 5:17 PM
After the OnMapGameplay we have given the HUD a small update. If you walk behind the HUD, it becomes transparent at this point.
A small but nice quality of life change

#gamedev #indiegame #rpgmakermz
May 25, 2025 at 3:09 PM
Many features have been added to the game this weekend. The basis for on-map gameplay as well as height maps and skill selection on the map.
Imagine you're playing with a controller.
L1 and R1 allow you to switch through the skills and L2 and R2 the leader of the group. #gamedev #indiegame #rpgmaker
May 18, 2025 at 7:15 PM
Do you want to slaughter some NPCs? Unfortunately that's not possible. But this test Chan is enough for me to play the punching bag. You'll be able to beat away bushes or use other skills on the map. Despite a turn-based combat system °A°"

#gamedev #indiegame #rpgmakermz
May 17, 2025 at 2:20 PM
Since we are now redoing some things, I am also redoing the “On_Map_HUD”. Some elements will be added. But at the end of the day, it's going in the right direction.

#gamedev #indiegame #rpgmakermz
May 11, 2025 at 10:40 AM
Happy Easter everyone! :D
Enjoy your time!

#happyEaster #Easter
April 20, 2025 at 2:35 PM
We have been working on the battle system over the last few weeks. There is a new CTB bar. Your actions change the next turn cycle. The design is of course not finished and all graphics are wildly scaled. It's more to show that we will have turn-based battles on the map!

#gamedev #rpgmakermz #jrpg
April 13, 2025 at 9:37 PM
This weekend we made progress with the pixelmovement and the pixel collisions. Tying the collisions to the tilesets has so many advantages! Additionally, we now have smooth animated faces (talking and winking animations) with smooth transitions. #gamedev #indiegame #rpgmakermv #jrpg #ProjectVoid
March 10, 2025 at 6:58 AM
Our programmer has looked into the collisions further. Here we now have pixel-perfect collisions (which we are still refining). The character slides nicely along corners to avoid getting caught everywhere. The blue colliders negate the red ones! Ideal for stairs.

#gamedev #indiegame #rpgmakermz
February 27, 2025 at 9:42 PM
We will use the first line in the text as the name box instead of the standard name box. Because:
-The text box + name box looks bulky.
-Clicking into the name field in the GUI takes too long. Writing the character's name directly in the text box is faster and more intuitive.

#gamedev #rpgmakermz
February 23, 2025 at 11:48 AM
Today we have dealt with the collisions and at least the map in Collider_DebugMode now shows the collisions of the ColliderTilesets. Let's see if we can do the rest!

#gamedev #indiegame #rpgmakermz
February 13, 2025 at 9:17 PM
This morning I transferred the Region_Events and the lighting, as well as my optimizations from the test project to the main project. We now have a butter-smooth 144FPS at 1080p and 3600+ events.
There are certainly still optimizations to be made, but it's a good start

#gamedev #rpgmakermz #indie
February 12, 2025 at 8:27 AM
We have created a few small debug tools. The FPS remains constant as usual.
The test map is finally being used. Various details are still missing here, but I'll patch them in the next few days!
Please ignore the naked man with the little cephalopods here :P

#gamedev #rpgmakermz #indiedev
February 11, 2025 at 9:42 PM
I have built a test map. Ignore those empty spaces.
It is 256x256 tiles in size. With the region IDs there are 3666 events so far. I have only set 2 events in the MapEditor.
And despite 3666 events, the FPS still fluctuates around 144, which is really good so far.
#gamedev #rpgmakermz #indiegame
February 10, 2025 at 9:35 PM
The RegionEvents have gotten an update There are now events that can also move (without interaction) and here with the stones I have a simple use case... Imagine I want to add a push pose. Then I only need it in the template.

#gamedev #rpgmakermz #indiegame #programming
January 28, 2025 at 3:07 PM
We wrote a system with which we can bind light sources to objects or distribute them directly by hand. This can be combined perfectly with the RegionEvents from yesterday. Of course, we can also store other light graphics, e.g. light coming in through the window.

#gamedev #indiegame #rpgmakermz
January 26, 2025 at 5:31 PM
Today I wrote a plugin that allows me to copy events from a template map and thus use more than 999 events. The RegionEvents can simply be attached to the current event list and have all the properties of normal events. Ideal for changing lots of events in one go!

#gamedev #indiegame #rpgmakermz
January 25, 2025 at 11:09 PM
We have managed to increase the TileSize of the game to 64! In the MakerGUI you can then map with 48 tiles and in the game it runs with the 64 tiles. In the future also in 1080p instead of 720p! We have not adjusted the size of the character!

#gamedev #rpgmakermz #indiegame #indiedev #projectVoid
January 21, 2025 at 9:20 PM
Yesterday we managed to swap the Tile-movement for Pixelmovement. The followers are also behaving as they should. At the moment, the collisions are not yet working perfectly, but the plan is to establish our own collision system anyway. Keep your fingers crossed for us! #gamedev #rpgmaker #Indiegame
January 19, 2025 at 12:15 PM
Today's Screenshot Saturday is dedicated to the sickness I had these past few days. In Alveron, there are small restroom huts in the villages that can be used for relieving oneself.

#screenshotsaturday #gamedev #indiegame #rpgmaker #Alveron
January 18, 2025 at 9:45 PM
Snow? I haven't seen any for ages!
Funnily enough, our buses and trains are directly overwhelmed.

#snow
January 9, 2025 at 8:59 AM
Today, I brought the on-map HUD of the game to a presentable state to monitor the group's status at a glance. You can switch characters with L1 and R1, and change their skills with L2 and R2 to perform various actions (e.g., burn a bush, plant a bomb).

#gamedev #indiegame #rpgmaker #ProjectVoid
January 5, 2025 at 4:48 PM