Thirdendeal
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thirdendeal.bsky.social
Thirdendeal
@thirdendeal.bsky.social
I'm making a game
Pinned
Here's how I'm using Tiled, also a shout-out to STI:

Tiled
www.mapeditor.org

STI by karai17
github.com/karai17/Simp...
Commit 196: Add RGB head-bodies

One of the important mechanics in my game is going to be your detachable head, and snapping bodies along the way

In this commit I started to test out having multiple bodies to snap into and pop out from, take a look:

#indiedev #gamedev #devlog
August 5, 2025 at 3:17 AM
Commit 195: Make head dash follow bodied dash

When I first made head dash I was more focused on how to implement a stamina or magic bar system, so the actual dash didn't end up great.

On this commit I made it be more like the dash I already had when bodied, look:

#indiedev #gamedev #devlog
July 1, 2025 at 2:01 AM
Commit 185: Add working semisolids and ledge drop

I knew I would have semisolids, so I was drawing them but I had yet to make them work.

Here I made you able to jump through semisolids, but not fall through them.

Unless you ledge drop (crouch + jump), take a look:

#indiedev #gamedev #devlog
June 27, 2025 at 3:34 AM
On commit 184 I added this dash, it's very rough but it sure dashes.

I also made the dash on the ground be different than the midair one:

#indiedev #gamedev #devlog

(I fixed that head dash later on, so don't worry, things will get better 👍)
June 25, 2025 at 3:26 AM
I tried and failed to develop AND share, so I thought to separate those two.

Basically, I'll just make my game and mark commits that bring features. Then, I'll share each one of them.

I hope this "decoupled fashion" will work better. So here is commit 177's long idle:

#indiedev #gamedev #devlog
June 24, 2025 at 3:07 AM
Here's how I'm using Tiled, also a shout-out to STI:

Tiled
www.mapeditor.org

STI by karai17
github.com/karai17/Simp...
April 15, 2025 at 3:28 AM
A little update (as I haven't worked this weekend), here:

#indiedev #gamedev #indiegame
April 9, 2025 at 2:08 AM
I had some ups and downs on development, but I'm going to try a new approach

Now I'm sorting things into how "big a deal" they are, and then making sure to always tackle both big and small stuff

The only big stuff I could do on that while, was "spinning", here:

#indiedev #gamedev #indiegame
April 3, 2025 at 3:29 AM
I'm trying to figure out some things about what and how to share my game development

Which takes time away from development, but still, I could finish something useful

Slowing down time, a debug feature, yes, but hey, it's already something!

#indiedev #gamedev #indiegame
March 26, 2025 at 2:55 AM
I finished pop

Now I can snap into a body and then, pop out of it

Here it is:

#indiedev #gamedev #indiegame
March 25, 2025 at 3:29 AM
I intended to work on pop after having added snap, so that you could get off a body you just snapped into, but I went down a rabbit hole.

I started nonchalantly working on a camera system, and it ended up taking me a lot of time to do this:

#indiedev #gamedev #indiegame
March 18, 2025 at 1:42 PM
I've finally added snapping!

I had to add an entity pool to my main scene, as well as a way to asynchronously create and destroy entities.

More work than what meets the eye, but now heads snap to headless bodies:

#indiedev #gamedev #indiegame
March 11, 2025 at 3:25 AM
So, today I continued to work on snapping, but that lead me into a bit of a rabbit hole.

I'll need to better handle different kinds of "hitboxes", so I ended up studying that and Box2D.

Shout-out to this video: youtu.be/zWUphi6qMnI

Also, I've drawn this:

#indiedev #gamedev #indiegame #drawing
March 7, 2025 at 3:35 AM
I've got caught up recently, but I'm getting back on track.

Snapping is just around the corner! #indiedev #gamedev #indiegame
March 6, 2025 at 3:54 AM
Yesterday I added controls to my headless body entity.

I'm getting closer to head snapping!

#indiedev #gamedev
February 14, 2025 at 3:04 AM
I'm working on separating my player entity into a moving head and bodies you can snap on.

Soon I'll have my player character that is just a head!

#indiedev #gamedev
February 13, 2025 at 2:41 AM
Yesterday, I could add a toggle to something I had to comment out every now and then, add a quick save/load function and add a watermark.

Here you can see it:

#indiedev #gamedev
February 11, 2025 at 2:03 AM
Here's a debug view that I use for my game!

I show some stats up top, alongside hitboxes and collisions. (Also there's the red/green jump sensor right now)

The object collision drawing is from the library Simple Tiled Implementation by karai17 (github.com/karai17/Simp...)

(60 s run out fast!)
January 21, 2025 at 4:17 AM
I think I'll try recording small videos like this to share my development here.

English isn't my native language so when I say "fields" it doesn't quite come out but, yeah...

(Also, I'll always repeat but my MC design [and more stuff] is from VEXED [✨], here: v3x3d.itch.io)

#indiedev #gamedev
January 9, 2025 at 12:15 AM
Yesterday, I lost my wallet, so I couldn't really work on much. I spent the day working out how to renew some lost documents and such. Beware of short pockets, I guess.
November 27, 2024 at 12:56 AM
On the weekend I mostly worked on how I'm going to get my YouTube channel going, but I could also work on my assets a little. I repositioned most things in a "per biome" fashion. This will help me remember what assets I actually already have, so I can better use everything.
November 26, 2024 at 3:03 AM
Yesterday I worked on assets and thought about creating a waterfall, a bigger water section and a path of hills in my testing grounds map.

But the most relevant thing was creating this script to quickly size up any base tiles:
November 23, 2024 at 3:03 AM
The main thing I did yesterday was to cherry-pick and reorganize some assets to use Tiled’s Random Mode. This makes it easy to try out different arrangements of twigs, rocks, flowers and other little things like that. Here it is in action:
November 22, 2024 at 1:00 AM
How the cave is coming along:
November 21, 2024 at 2:47 AM
Yesterday I started to create a new section in my testing grounds map (a map that isn't meant to be in the release version of my game [Napolitano: Heaviest in Tow]). To sum it up in 3 images it is going like this:
November 20, 2024 at 3:00 AM