Thank you - this is what I am settling for now.
Sometimes ideas just don't work out. Well, maybe I will revisit it at one point later on. As you say, I have to focus on other things first.
@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
Thank you - this is what I am settling for now.
Sometimes ideas just don't work out. Well, maybe I will revisit it at one point later on. As you say, I have to focus on other things first.
Not sure about this idea: Clouds flowing around the level. There could be different types of such backgrounds... at lest I was thinking so. I am not really happy with how it looks atm and it would need a lot more work to look the way I imagined it ๐ฅฒ
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Mild progress. Just have to figure out why the cloud is not just white...
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I have a vague idea to add some cloud-like structures for the background / foreground artstyle (I love clouds). I think this WIP result shows something neat: the outlines visible, because the clouds are not rendering into the depth texture.
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Well, the levels define the background colors. And for some reasons, I like those colorful backgrounds ๐
.
I'll try to collect some more opinions and will ask my artist friends for their professional opinions.
Still trying to decrease visual boringness: Adding a white fade out grid and a skirt of colors that adds to the previously existing top-down color gradient. I think it makes it more interesting without distracting from the diorama center scene. What do you think?
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Didn't find much time to work on 8-bitBot today. But with the little time I had, I tried to rework the UI skin a bit to look less grey. What is more effort is to restructure the UI elements as well, like hiding the up/down buttons when not needed.
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I'm sorry to have missed your question. I am currently trying to maintain multiple accounts, which is somewhat complicated.
My entire code structure follows the immediate pattern as it does for imgui: i do have a state struct, but all ui and object render commands are derived from it.
I made a few minor visual UI changes: The drag-able window has a gripper in the title bar and I am rounding off the corners of the panels. I keep thinking that I should also improve the looks of the programming interface on the left, but lack good ideas atm.
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Adding more language options: Since my UI rendering is mostly stateless, changing languages will take instant effect in nearly all situations. I also have a hotkey to toggle through the translations so I can quickly test potential layout issues with long texts quickly.
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Small detail: I include the full alphabet of these languages because, in theory, there is a free text field for level descriptions in the sandbox editor. It is just useless because the text area does not support IME. But one can at least paste from clipboard ๐
.
Now, how about adding emojis? ๐
I think... it works ๐คฏ
Chinese, Korean and Japanese fonts next to each other, all on a single font object - merged from 3 Noto Sans fonts for each language and packaged in 2 font sizes with Latin and Cyrillic letters on 2 font atlases.
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Trying to add Chinese as well... but somehow, some glyphs are missing ๐ค
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My watch: you slept too short and badly last night
Also my watch: good job, that's better than yesterday
Right... it would be just apples and leafs falling down.
I actually intended to have ground leafs that need to be cleaned up, too...
It's all coming together ๐ซ
And here I just thought...
Maybe apple trees. That need to be harvested. By bumping into them.
Sneaky ๐ง
I actually thought about that earlier ๐
But I won't do that ๐ค.
In this game.
I think.
Luckily fixable in the snow placement shader: Only consider cleared area information when the area is at ground level. Though, if necessary, I could encode the clear height level in the imprint texture. But I don't intend to have bots moving on different height levels.
05.12.2025 16:01 โ ๐ 2 ๐ 0 ๐ฌ 1 ๐ 0Annoying: When clearing snow on the ground, it clears snow above the ground, too.
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Trying out how a pinned instruction dialogue feels. It is still a bit buggy, but this was easier to work out than I anticipated. When I wrote the foundations, I didn't anticipate this kind of UI system...
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This is what an absolutely unreasonable person I am. Earlier this year, I took a few days to learn Lua and how to use the TIC-80 fantasy console, so I could build a rudimentary shader pipeline and abstract generative motion graphics program.
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Trying out a new thing: a video devlog where I show a new (and frequently requested) feature I am working out: youtu.be/sRiyK0Wdv0U
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Still somewhat wonky, but this is the change now: When clicking an instruction slot, the playback jumps automatically to the first occurrence of the code executing this instruction. It works for simple cases, but I have to test what happens when the code gets complicated.
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I would simply execute the program in the background and register which instructions hit the slot (or breakpoint). I could then also display how often it is hit and allow jumping through the instances. Or just provide a next/prev ๐ค. But first I have to get rid of this huge overlap to see the level.
04.12.2025 14:24 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0Alright, time to work off some feedback I got: People asked to add a "ghost mode" or some helper to make it easier to plan the program. My vague idea: Modify this menu to add a "auto step" toggle that will execute the program until hitting the selected slot.
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Multi-language texts in objects. I'm not sure what this will be useful for, but it is a good thing to have. I hope.
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(you can find the steam link in my bio)
Today I added the ability to my primitive object system to draw texts and sprites. You might see where I used this, if you watch the video ๐
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Here's my attempt to improve it: bsky.app/profile/zet2...
03.12.2025 16:57 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0I got the feedback that the sounds for plowing through the snow sounds off, since it sounds like not involving any snow - fair point! I looked for free sound samples and updated the sounds. It won't win prizes, but I think this is an improvement ๐
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You are right!
I looked for sounds in a sound asset pack that I purchased and, of course, it does not have this case; so I took a sample that sounded closest according to my memory... I will check if I can find some sources and adapt the sound or if I have to replace it completely.