screenshot club: share your game dev!

Thanks ^^


Still working on my recording setup (using Obs, Kdenlive).

Candy Corn no longer replenishes flight juice, but sparks do. They respawn after a short while.

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the Super Metroid engine has a subsystem for actors that interface with the level tilemap (as opposed to enemies, which are sprites). (the community refers to them as “PLMs” (“post-load modifications”) because that’s what they called them on IRC back in the day.) they are used for a wide variety of things in the game, from items to doors to scroll triggers to vileplumes, etc.

I decided to make one that acts as a trigger to change the liquid surface height:

Quickmet tide PLM v2 take 2

I was kinda dreading getting all of the pieces for this set into place, but it turns out the code for the scroll triggers was generic enough that I could just call those functions to get 90% of the way there with no problems. Sometimes software is… good (?)

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WIP


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I’m making a game that seamlessly blends narrative and “combat” with conversation choices chosen by card play.

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image

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dude sick. is your stuff hosted anywhere?

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Thanks! The above demo isn’t live, but it’s called Twilight Tower 2, and the first Twilight Tower is available at https://boz-float.itch.io/

How about you?

nice i’ll check those out. all my crap is here. it’s been kinda quiet of late cos of work, but i’m technically still working on nth… slowly… :snail:

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Wow, this looks super cool!

image

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This now looks like this

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Quickmet_013

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I made a roguelike.

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I’m going to re-use the Ghost’s feet for this little guy:

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It is surprisingly hard to conjure up enough Halloween flavored iconography for all the monsters doodads and geegaws the game needs, especially when comparing that list against what I can imagine myself plausibly rendering via pixel art.

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