mantis
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imakecoolstuff.bsky.social
mantis
@imakecoolstuff.bsky.social
I make cool stuff | he/him

Developer of Roarr! The Adventures of Rampage Rex. Trying to atone for my gamedev sins.
I have decided to make a hot sauce out of my very first home grown carolina reaper.
January 8, 2026 at 5:53 PM
Seems like the camera system is doing the camera system things like I wanted it to. Good. Belt scrolling unlocked.
January 5, 2026 at 9:04 PM
After taking my xmas rest and returning to Godot I was staring at this line and couldn't figure out why the engine was shouting at me. After some time I realized that I goofed with the variables in function definition.

Guess 30+ years of C-based programming is a hard habit to shake.
January 3, 2026 at 5:03 AM
Ok, the festive resting period finished, time to return to making the game. Next items on the menu: general level progression.
January 1, 2026 at 2:02 PM
Drillers got second attack, a spike from below. They are now straight up bullies :D
December 18, 2025 at 10:53 AM
To create full variety of enemies for a beat'em'up, I'll need certain amount of attacks:

IN
-regular
-jump
-charge

TO BE DONE
-spawned entity (damage/DOT/CC)
-shot
-weapon/item throw
-grenade
-shield/defend
-extending hitbox
-active multihit
-grapple/stun
-throw

Time for the spawned entity type.
December 18, 2025 at 8:45 AM
The solution? Have players' box separated into multiple colliders, and make sure that each attack can hit particular opponent only once.

As far as multiple hit attacks go, I'll have the flag reset over course of the animation.
December 17, 2025 at 12:55 PM
Charge attack gave me a unique problem. As opposed to any regular attacks in the beat em up, which come in from the side, this one can hit you from any point on screen, including above.

That meant that I could have hitbox collide with hurtbox outside of Z-check. Another 2D beat em up quirk.
December 17, 2025 at 12:53 PM
Sketched a quick temp art for the second enemy to test out new attack types. First one is in: charge.
December 17, 2025 at 12:49 PM
Sometimes you spend couple days refactoring and you end up with code that isn't exactly yet at the point it was before refactor

I now have a bug with Octis sliding when entering idle state that wasn't there earlier, but the new architecture is way more customizable and less spaghettified. Good shit
December 15, 2025 at 6:39 AM
It's pierogosaurus time!
December 14, 2025 at 4:00 PM
Ever had that moment when you want to add a feature, take a look at your month old code and you want to rewrite it from the start because nothing makes sense any more?

So I wrote it down as a UML to wrap my head around it and did a tiny bit of refactoring. Now looking at it pains my soul bit less.
December 12, 2025 at 10:01 PM
Adding juggling to my tiny kaiju beat'em'up and it's SO MUCH FUN to test :D

#indiedev #gamedev #godot #beatemup #pixelart
December 10, 2025 at 1:20 PM
Things that you don't have to give a damn about in 3D: properly displaying particles in Y sorted environment is a relatively challenging thing

What I ended up doing is spawning a particle prefab at the same Y position as the enemies for sorting purpose, but its internal sprite node gets a Y offset
December 9, 2025 at 11:52 PM
Slowly adding steering behaviors for enemy scatter mode, to make them feel bit more alive and fun. Octis are REALLY active at this point in time, but I need to add switching between aggressive/scatter states before I tweak this behavior.
December 5, 2025 at 1:41 PM
Working on scatter movement for my beat'em'up enemies and how to make it dependent on enemy aggressiveness.

The idea: pick a random point to scatter towards, and then shorten the vector between it and attack position depending on desired aggro level, allowing for quick transition into attack mode.
December 2, 2025 at 7:34 AM
I am cataloging my old games. Some of them got lost to time, some I've found screenshots of in the archive.org, and some I still have the source code for.

Managed to compile this dungeon crawler made in a "7 games in 7 days" solo jam in 2014

Yes that is a Thong Goblin.

#gamedev #indiedev #gamejam
November 24, 2025 at 4:11 PM
Putting finishing touches on the second tutorial game. Juice it or lose it!
November 18, 2025 at 8:20 AM
You know you've been working with snake_case for too long when you mindlessly add commit message like this.
November 18, 2025 at 8:18 AM
Oh no! The kaiju are attacking!
November 15, 2025 at 3:40 PM
Today I learned that Jane (as pictured here on a Wikipedia article photo) was in high probability not in fact a T-rex, but rather a Nanotyrannus.

My reality split asunder! Desire to learn more intensifies!
November 12, 2025 at 3:34 PM
Since I'm way ahead of the schedule (6 days), and I'm really enjoying TheGamedevTavern's tutorials, I'm going through the second one - arcade style soccer game. Having so much fun.
November 11, 2025 at 8:05 PM
Followed TheGamedevTavern's 20 episodes long tutorial on beat em ups and as I started plugging in my own art I realised that I want to make a full game about tiny Kaijus.

The preprod period is coming to an end. Time to evolve the concept and make something awesome.

#gamedev #indiedev #godot
November 10, 2025 at 6:28 PM
A friend printed more of my photos and gave me the prints as a present. Before I never thought about having my works hanging around the house, but it does feel nice.
November 5, 2025 at 11:03 AM
First pass of spritesheet for both basic aliens and the Rex has been completed. Some are very obviously temp, but for now they work.
October 26, 2025 at 12:48 PM