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stridesgames

@stridesgames.bsky.social

Gamedev studio working on our dogfighter - Shattered Alliance. Custom engine. Custom tools. Happy to share other fellow indies' work upon request! Cheers!

331 Followers  |  87 Following  |  239 Posts  |  Joined: 15.11.2024  |  1.599

Latest posts by stridesgames.bsky.social on Bluesky


#showmesunday - u know, I'd love to follow back some of u guys who r working on stuffs - but even if i didn't follow back now - if i see good progress, I would. :) just don't expect me to follow back like some reflex ... I'd love to encourage folks but getting follows isn't one of them.

15.02.2026 11:06 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

so what went wrong?
- claiming that it's OK to have 2 parent-child red nodes in the middle of the tree (it even tried to justify omg)
- Generated tree has missing nodes, incorrect node colors or sometimes, just incorrect node keys altogether.
- Tries to explain double-black but doesn't really help

15.02.2026 08:28 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

#screenshotsaturday eh i better clarify - I wasn't using copilot to generate codes. That was never the intention. I was using it to get the theory in order to help me understand better.

but hey even the generated binary tree has quite a few mistakes lol

#gamedev #indiedev #indiegame #indiegamedev

15.02.2026 08:23 β€” πŸ‘ 10    πŸ” 3    πŸ’¬ 1    πŸ“Œ 0

btw, the picture alone should prove that i don't trust genAI blindly ... lol ... they were written by hand on paper to go through EACH insertion and then see where it went wrong...

y not do it in codes? man ... the call stack will drain all my mental energy for just a few test cases ... geez

14.02.2026 08:11 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

i'm just using it as an assistant - all verification is still done manually - there's no trust actually; it either works or it doesn't - the "why" sometimes doesn't make sense too ... lol ...

14.02.2026 02:03 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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#screenshotsaturday - so I used copilot to help me clear a tech debt i owed for 20 yrs. But in the end, it's all wrong lol ... the theory in general is correct but it has made so many mistakes ... I'd to fall back to a red-black tree simulator instead.

#indiedev #indiegame #indiegamedev #gamedev

14.02.2026 00:05 β€” πŸ‘ 8    πŸ” 3    πŸ’¬ 1    πŸ“Œ 0
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#screenshotsaturday somehow the golden rule : if u cannot visualize ur design on paper it certainly won’t be coded properly - always apply silently.

#indiedev #indiegame #gamedev #indiegamedev

07.02.2026 08:37 β€” πŸ‘ 10    πŸ” 4    πŸ’¬ 0    πŸ“Œ 0

Ok a quick update - StridesLib (game engine)'s upgrading is ending soon with quite a few optimizations. Next will be Strides Octopus (editor suite)... need to implement our own TChart zzz.... will be busy till Lunar New Year.

#indiedev #indiegame #gamedev #indiegamedev #solodev #customengine

07.02.2026 08:32 β€” πŸ‘ 8    πŸ” 3    πŸ’¬ 0    πŸ“Œ 0

*duh* i meant PBR shaders ... geez...

25.01.2026 07:56 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

just to clarify - preloaded meant the arcade machines already load up way before u put ur 1st token ...

also - starlight has a 3d scene with pbs shaders - some parts do take some time to load

25.01.2026 07:53 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

I've been asked - why does ur shmup take so long to load? most shmups are arcade games and those games are usually preloaded.

then i realised - starlight isn't a 540p game ... it's a 1080p game - textures take 4x longer to load as it should be.
#shmup #gamedev #indiegame #indedev #indiegamedev -.-

25.01.2026 07:39 β€” πŸ‘ 13    πŸ” 2    πŸ’¬ 1    πŸ“Œ 0

#screenshotsaturday - no screenshot this week - solved a few bugs in the game itself but it's really more functional than visual.

Till end of Feb, I'll be working on migrating the game editor tools. Then we'll get back to the finishing the demo.

#indiedev #indiegame #gamedev #indiegamedev

25.01.2026 06:00 β€” πŸ‘ 11    πŸ” 3    πŸ’¬ 0    πŸ“Œ 0
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#screenshotsaturday ok was away for a short retreat. But work continues still. Like how it looks like driving/flying through clouds irl.

#gamedev #indiedev #indiegame #indiegamedev

Perfect reference for promethane clouds close up.

18.01.2026 10:53 β€” πŸ‘ 13    πŸ” 2    πŸ’¬ 0    πŸ“Œ 0
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#screenshotsatuday ok just updated the shield hit animation slightly... also fixed the shield reticule display and incorrect object obstruction when locking onto a turret or ship. #indiedev #indiegame #gamedev #indiegamedev

Still hardening the new changes in the engine...

11.01.2026 03:51 β€” πŸ‘ 7    πŸ” 2    πŸ’¬ 0    πŸ“Œ 0
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#screenshotsaturday here's a sample shot of a cloud area I've taken during the trip. This will come in handy when rendering Promethane Clouds for the game.

#indiedev #indiegame #gamedev #indiegamedev
Currently I'm working on re-organizing the binary footprint of the game engine; it's too heavy...

03.01.2026 13:52 β€” πŸ‘ 11    πŸ” 3    πŸ’¬ 0    πŸ“Œ 0
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hello folks, we're back from our holidays already! No #screenshotsaturday yet coz the GTR is still undergoing - there'll be bugs n regression here n there ... #indiedev #indiegame #indiegamedev #gamedev

But here's a pic of the trip: (it's an actual pic, not ai slop or stolen elsewhere)

27.12.2025 02:28 β€” πŸ‘ 7    πŸ” 2    πŸ’¬ 0    πŸ“Œ 0

Announcement: Year end break, will be back for xmas. Devs need a break too!!

#indiedev #indiegame #indiegamedev #gamedev

Will be working lite - just no vid updates.

09.12.2025 10:25 β€” πŸ‘ 10    πŸ” 3    πŸ’¬ 0    πŸ“Œ 0

so why am I transitioning the editor suite? The original codes were of a separate branch from the engine codes - which makes it harder to maintain; it's non-unicode compliant and is super super old ... ie, 1998 tech...

The upgrade will enable modding tools to be built for new games.

06.12.2025 06:15 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

these things don't really make good screenshots ... and yeah C++Builder 13 I'll buy u soon once the editor suite is ported over.

06.12.2025 06:13 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

no #screenshotsaturday this week as well ... don't worry - everything is still alive & well! codebase going C++17 standard that is both compileable on VS and clang ..

updating the editor suite which WILL take even more time coz that's the future. #indiegame #indiegamedev #gamedev #indiedev

06.12.2025 06:11 β€” πŸ‘ 7    πŸ” 2    πŸ’¬ 2    πŸ“Œ 0
Preview
Save 15% on A Slight Chance of Sawblades on Steam Dodge, jump and somersault over razor-sharp sawblades in an attempt to survive the deadly storm! Compete in the leaderboards and become the best blade-jumper in this supremely intense high-score chase...

store.steampowered.com/app/3442980/...

my friend's game - just released today! Please wishlist or get a copy! Thanks!!

#indiedev #indiegame #indiegamedev #gamedev

25.11.2025 15:26 β€” πŸ‘ 13    πŸ” 4    πŸ’¬ 1    πŸ“Œ 0

#3 - Nonetheless, we're inching towards our demo to be launched on Steam. This demo is currently slated to be single player for players to get onboard. The ultimate release version will definitely have multiplayer.

21.11.2025 16:12 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

#2 - As such, because C++builder 12 has a very strict compiler, things we could hav gotten away with VS2017 toolchain is no longer possible. The tools upgrade will take some time too ... so this is just the 1st step while the game is being built.

Thus this week, we might not have any vids to show..

21.11.2025 16:10 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

#1 - The purpose of C++Builder 12 CE is because we were using an original C++builder 4 license to build all of our supporting tools. This meant that things were done a lot quicker than having to code everything....

Moving onto C++builder 12 opens many pathways to future tools, modding tools, etc.

21.11.2025 16:08 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

#followfriday dear all ... just an update here - this week was spent revamping a huge part of the engine to be C++17 compliant because it'll be used by the new C++Builder 12 CE which we'll be upgrading our tools to use in the near future.

#indiedev #indiegame #indiegamedev #gamdev

21.11.2025 16:05 β€” πŸ‘ 3    πŸ” 2    πŸ’¬ 1    πŸ“Œ 0

thanks! :)

15.11.2025 10:00 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

omg ... what a typo - i meant - automatically PROTECT ... geez...

15.11.2025 08:56 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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#screenshotsaturday ok ... shields ... which sci-fi game is complete without shields yeah? In the Foresight universe, shields are bubble-shaped so that they automatically all components n emplacements.

But turrets can fire OUT of it.

#indiedev #indiegamedev #indiegame #gamedev #twitchtv

15.11.2025 08:53 β€” πŸ‘ 19    πŸ” 6    πŸ’¬ 1    πŸ“Œ 0
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#WIPWednesday oooo what's that?!

Non-canon btw. Shields aren't supposed to appear THAT soon on these ships. But hey ... enemy anti-fighter turrets can fire at u but u can't hit them at all - at least until the shields are down.

#indiedev #indiegame #indiegamedev #gamedev

12.11.2025 20:03 β€” πŸ‘ 13    πŸ” 3    πŸ’¬ 0    πŸ“Œ 0

#3 - Several ideas popped up - ie,

1. the alternate primary sphere can be delayed until 1-2 seconds become arming. If the bullet hits any surface, it'll merely bounce off.

2. start alternate the primary sphere small, then scale up over time.

10.11.2025 16:02 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

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