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Eike

@zet23t.bsky.social

Game dev / game artist Favorite tools: C, Aseprite, Blender Working on: 8-bitBot, a programming puzzle game Wishlist 8-bitBot: https://store.steampowered.com/app/3959370/8bitBot/ Twitter: @zet23t Blog: https://quakatoo.com

774 Followers  |  1,274 Following  |  964 Posts  |  Joined: 21.10.2023  |  1.8257

Latest posts by zet23t.bsky.social on Bluesky

The image shows a small 8-bitBot level with walls, crates, and a single blue robot.

The scene is built on a tiled isometric grid with metallic floor tiles and safety-striped edges. Several wooden crates and a small potted plant are placed in the corner, along with an orange traffic cone. The robot is positioned on the right side of the area facing the obstacles.

Some tiles around the crates are highlighted with a red overlay. These red cubes indicate manually flagged tiles that the bot cannot drive through.

The area blocks the direct path to the target point on the map, so the player has to instruct the bot to drive around the blocked area.

The image shows a small 8-bitBot level with walls, crates, and a single blue robot. The scene is built on a tiled isometric grid with metallic floor tiles and safety-striped edges. Several wooden crates and a small potted plant are placed in the corner, along with an orange traffic cone. The robot is positioned on the right side of the area facing the obstacles. Some tiles around the crates are highlighted with a red overlay. These red cubes indicate manually flagged tiles that the bot cannot drive through. The area blocks the direct path to the target point on the map, so the player has to instruct the bot to drive around the blocked area.

Decorations didn't block the bots; so now I decided to allow flagging tiles as blocked manually. I think this is the easiest approach instead of trying to figure out if a decoration has the ability to block the bot.

#gamedev #raylib #cozygame #puzzlegame #indiedev

14.10.2025 19:59 โ€” ๐Ÿ‘ 6    ๐Ÿ” 2    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Thanks! I agree that the lines look satisfyingly straight now :)

13.10.2025 20:15 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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99% and it looks ... right?

13.10.2025 19:51 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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scale factor of 0.9 makes the level look ... interesting. But also shows that the lines are accurately drawn now.

13.10.2025 19:49 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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manipulating the modelview matrix DOES align the lines perfectly - but now, the shader that detects the outlines is glitching ๐Ÿ˜ญ
Maybe there are zfight artifacts? The rest looks quite clean.
#gamedev #solodev #graphicsprogramming

13.10.2025 17:39 โ€” ๐Ÿ‘ 7    ๐Ÿ” 1    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

Thanks!
I tend to believe that the easiest solution would be to edit the matrix of the projection. But this is not something that raylib allows out of the box, and I would first need to copy-paste the internal functions and mod them...

12.10.2025 04:35 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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and yes, I only noticed this when importing it ...

11.10.2025 20:59 โ€” ๐Ÿ‘ 5    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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What is this? A fire extinguisher for ants?
Little scale-fail :D

#gamedev

11.10.2025 20:57 โ€” ๐Ÿ‘ 11    ๐Ÿ” 2    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 0
The image shows a decorated Halloween-themed factory scene from 8-bitBot.

The level is built in an isometric grid style with grass and stone floor tiles. The scene includes conveyor belts, machines, and various decorative elements like pumpkins, candles, and cobwebs. There are also bushes with autumn-colored leaves, a small potted plant, and a bowl filled with candy or colorful items. A blue robot is positioned near one of the conveyors.

Two close-up insets highlight visual details or rendering issues along edges and corners, showing deviations from "straight" pixel lines that follow a 1:1 or 1:2 pixel line ratio.

The overall design combines the gameโ€™s industrial elements with seasonal Halloween decorations, creating a detailed and atmospheric level layout.

The image shows a decorated Halloween-themed factory scene from 8-bitBot. The level is built in an isometric grid style with grass and stone floor tiles. The scene includes conveyor belts, machines, and various decorative elements like pumpkins, candles, and cobwebs. There are also bushes with autumn-colored leaves, a small potted plant, and a bowl filled with candy or colorful items. A blue robot is positioned near one of the conveyors. Two close-up insets highlight visual details or rendering issues along edges and corners, showing deviations from "straight" pixel lines that follow a 1:1 or 1:2 pixel line ratio. The overall design combines the gameโ€™s industrial elements with seasonal Halloween decorations, creating a detailed and atmospheric level layout.

I haven't touched the camera perspective since the start - one thing I'd like to get is a #pixelart look, even though it is 3d. It would be nice if the main axis directions followed a classic straight pattern of 1:1 or 1:2 (see the screenshot. But I keep having glitches ๐Ÿ˜ญ
#gamedev #solodev #cozygame

11.10.2025 17:41 โ€” ๐Ÿ‘ 23    ๐Ÿ” 2    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 0

But it will fix everything. For sure!

11.10.2025 11:34 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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Well... maybe this way?
๐Ÿซ 

11.10.2025 08:56 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Minor task and not very interesting, but I think this one is important for the demo version I want to release in a few weeks and also upload on my website.

Link to steam: store.steampowered.com/app/3959370/...

#indiedev #gamedev #solodev #puzzlegame #cozygame

11.10.2025 08:04 โ€” ๐Ÿ‘ 26    ๐Ÿ” 6    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 1

Keep it up!

I'm doing something similar. But only for about 2 months.

11.10.2025 06:55 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 0

Great effect, but the best part to me is that you are struggling in this video, which item item to choose: health potion or poop ๐Ÿคฃ

11.10.2025 05:21 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

It is like a balanced rpg where you keep leveling up, but so do the monsters. Your skill tree expands, but you never have enough skill points.

In the code I posted here, I already knew the blueprint of the solution. But getting all the parts working correctly... is just tedious.

It is fun, though.

11.10.2025 04:26 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

It is pretty amazing how accurate the timing of both hands is when grabbing an item; I just grabbed a hot baking tray and burned both my hands in quite the same way - which means my hands must have touched the hot iron roughly at the same time ๐Ÿซ 

#for-science!

10.10.2025 12:16 โ€” ๐Ÿ‘ 4    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Thank you letting me know ๐Ÿ˜Š

I'll keep improving it, I still have a bunch of ideas what's all missing.

10.10.2025 12:08 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

A neat and cute wholesome game to check out ๐Ÿ˜

10.10.2025 08:54 โ€” ๐Ÿ‘ 2    ๐Ÿ” 1    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

OHHH, that looks so wholesome!

10.10.2025 08:52 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Under the hood, there are a few more changes that I made:
- Modified the 3d mesh of the chassis for flat eyes
- Replacing 3 chassis meshes for 3 bots with 1 mesh that is drawn with different UV offsets and 3 meshes for the different numbers

10.10.2025 08:51 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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This is the updated Halloween level with the bot's new eye behavior. It is just a tiny change and way behind what I would like it to be, but it is at least a step in the right direction. I have now other things to work on, but I am sure to come back at this.

#gamedev #indiedev #puzzlegame #cozygame

10.10.2025 08:51 โ€” ๐Ÿ‘ 36    ๐Ÿ” 5    ๐Ÿ’ฌ 3    ๐Ÿ“Œ 0
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Feeling like a doctor checking if the patient's brain can keep the focus on the pencil tip. But I finally think that this one works, at least in principle. Still have to test the look-at-camera look.

#solodev #indiedev #8-bitBot #gamedev #raylib

10.10.2025 08:14 โ€” ๐Ÿ‘ 24    ๐Ÿ” 5    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
Source code screenshot of code that has a lot of commented out code:

    Vector3 eyeOffset = g_gameAssets.botEyePosition;
    // float t = GetTime() * 2.0f + id;
    // Vector3 middleEyeOffset = {eyeOffset.x, eyeOffset.y, 0};
    // Vector3 middleEyePosition = middleEyeOffset;
    // // Vector3 middleEyePositionWorld = Vector3Transform(middleEyePosition, botHeadWorld);
    // Vector3 middleEyeDelta = Vector3Subtract(localLookAt, middleEyePosition);

    // // DrawGrid(10, 0.5f);
    // DrawLine3D((Vector3){0,0,0}, (Vector3){10,0,0}, YELLOW);
    // DrawLine3D(middleEyePosition, localLookAt, RED);
    // DrawLine3D((Vector3){localLookAt.x,0,localLookAt.z}, (Vector3){middleEyePosition.x, 0, middleEyePosition.z}, GREEN);
    // DrawLine3D((Vector3){0,0,0}, (Vector3){middleEyeDelta.x, 0, middleEyeDelta.z}, BLUE);

    // middleEyeDelta = Vector3Transform(middleEyeDelta, invYaw);
    // if (localLookAt.x - eyeOffset.x > -0.125f)// || fabsf(middleEyeDelta.x / middleEyeDelta.z) > 2.0f)
    // {
    //     localLookAt.x = (Vector3) {-5.0f, 0, 0.0f};
    // }

    localLookAt.x = fminf(localLookAt.x, eyeOffset.x - 0.125f);

    Vector3 leftEyeOffset = {eyeOffset.x, eyeOffset.y, eyeOffset.z};
    Vector3 leftEyePosition = leftEyeOffset;
    DrawLine3D(leftEyePosition, localLookAt, BLUE);

    // Vector3 leftEyePositionWorld = Vector3Transform(leftEyePosition, botHeadWorld);
    Vector3 leftEyeDelta = Vector3Subtract(localLookAt, leftEyePosition);
    // leftEyeDelta.x -= 0.5f;
    // leftEyeDelta = Vector3Transform(leftEyeDelta, invYaw);
    float leftEyeYaw = atan2f(-leftEyeDelta.z, -leftEyeDelta.x);
    float leftEyePitch = atan2f(leftEyeDelta.y, -leftEyeDelta.x);
    // printf("leftEyeYaw=%.2f, leftEyePitch=%.2f, leftEyeDelta(%.2f, %.2f, %.2f)\n", leftEyeYaw, leftEyePitch,

Source code screenshot of code that has a lot of commented out code: Vector3 eyeOffset = g_gameAssets.botEyePosition; // float t = GetTime() * 2.0f + id; // Vector3 middleEyeOffset = {eyeOffset.x, eyeOffset.y, 0}; // Vector3 middleEyePosition = middleEyeOffset; // // Vector3 middleEyePositionWorld = Vector3Transform(middleEyePosition, botHeadWorld); // Vector3 middleEyeDelta = Vector3Subtract(localLookAt, middleEyePosition); // // DrawGrid(10, 0.5f); // DrawLine3D((Vector3){0,0,0}, (Vector3){10,0,0}, YELLOW); // DrawLine3D(middleEyePosition, localLookAt, RED); // DrawLine3D((Vector3){localLookAt.x,0,localLookAt.z}, (Vector3){middleEyePosition.x, 0, middleEyePosition.z}, GREEN); // DrawLine3D((Vector3){0,0,0}, (Vector3){middleEyeDelta.x, 0, middleEyeDelta.z}, BLUE); // middleEyeDelta = Vector3Transform(middleEyeDelta, invYaw); // if (localLookAt.x - eyeOffset.x > -0.125f)// || fabsf(middleEyeDelta.x / middleEyeDelta.z) > 2.0f) // { // localLookAt.x = (Vector3) {-5.0f, 0, 0.0f}; // } localLookAt.x = fminf(localLookAt.x, eyeOffset.x - 0.125f); Vector3 leftEyeOffset = {eyeOffset.x, eyeOffset.y, eyeOffset.z}; Vector3 leftEyePosition = leftEyeOffset; DrawLine3D(leftEyePosition, localLookAt, BLUE); // Vector3 leftEyePositionWorld = Vector3Transform(leftEyePosition, botHeadWorld); Vector3 leftEyeDelta = Vector3Subtract(localLookAt, leftEyePosition); // leftEyeDelta.x -= 0.5f; // leftEyeDelta = Vector3Transform(leftEyeDelta, invYaw); float leftEyeYaw = atan2f(-leftEyeDelta.z, -leftEyeDelta.x); float leftEyePitch = atan2f(leftEyeDelta.y, -leftEyeDelta.x); // printf("leftEyeYaw=%.2f, leftEyePitch=%.2f, leftEyeDelta(%.2f, %.2f, %.2f)\n", leftEyeYaw, leftEyePitch,

This is what battlegrounds of clueless devs like me look like.

Still trying to get the eye motion right. Doesn't help that -.x is forward ๐Ÿ™ˆ
I don't wanna change this now.

#gamedev #solodev #indiedev

10.10.2025 07:53 โ€” ๐Ÿ‘ 17    ๐Ÿ” 3    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

Looks great!
What else have you planned?

10.10.2025 05:21 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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I think this is acceptable... For today. I will have to try out letting him look at the camera to see if it feels like looking at you (not sure if that works for an orthographic camera), but not today, I think.

08.10.2025 20:21 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

If you have any feedback or find bugs, let me know :D - it could however be that it is already fixed in my current dev build. Or, more likely, there'll be many new ones already as well ๐Ÿ˜…

08.10.2025 19:17 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
Preview
8-bitBot 8-bitBot: A programming puzzle game where you have to solve coding challenges.

Oh, thank you, I am pleased to hear that!

Btw., a not-so-recent version is already playable on my website (in browser): quakatoo.com/projects/cod...
There are still many things missing or are outdated; there is no tutorial and the campaign levels are very basic, so I guess it is rough to play ๐Ÿ˜…

08.10.2025 19:17 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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Mr. Blue needs to see eye specialist (I am not one, apparently).

He should look at the wire cube, but ... not like that!

#gamedev #indiedev #devlog

08.10.2025 16:30 โ€” ๐Ÿ‘ 25    ๐Ÿ” 6    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 0

Oh boy! First sentence in my mind seeing that is
"I'm sorry Dave, I'm afraid I can't do that"
๐Ÿ˜…

But I promise, my bots would never do that!

07.10.2025 20:12 โ€” ๐Ÿ‘ 3    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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Moving a pupil object in front of the white eyes... not perfect, but I think this should work.

#gamedev #cozygame #indiedev #raylib

07.10.2025 19:38 โ€” ๐Ÿ‘ 8    ๐Ÿ” 1    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

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