Next thing I have on my rework-list: The won game popup. Instead of that popup, I want to move this info into the regular UI ... though I am currently unsure how this fits into the game play flow, especially in regards of satisfaction of having solved a level.
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08.03.2026 15:22 —
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GitHub - atamshkai/Phantom-Process-Killer
Contribute to atamshkai/Phantom-Process-Killer development by creating an account on GitHub.
One important step was to disable the phantom process killer via adb. This page here helped with that:
github.com/atamshkai...
I am using an Ubuntu distro to run the x11 server to be able to run vs code.
Overall, pretty neat. I already fixed a few bugs, including an issue with the snow shader.
08.03.2026 07:26 —
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After a day of tinkering, I found a way to run my dev stack on my phone (a foldable), running vs code and compiling and running 8-bitBot.
The GPU performance is questionable (10fps), but it runs and can be used.
Setup: termux + termux-x11
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08.03.2026 07:26 —
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A character editor is here!
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07.03.2026 08:19 —
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I worked on the next devlog, but it will take another day before I can upload it ... having not much time at all right now :(
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06.03.2026 21:50 —
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Just noticed that this screen needs also a rework.
I think it makes sense to show the campaign board and the level solution playback. Since the campaign can have non-linear levels, the "next level" selection makes no sense any more.
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04.03.2026 18:37 —
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I think this can count as "finished". It is less spectacular than I was aiming for, but ... I can come back at it when I have "finished" the other missing parts.
Next things to work on: Adding SFX playback to the intro cut scene and adding an outro cut scene.
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04.03.2026 18:13 —
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Once this campaign map thing can be considered done (not like I am ever done with anything...), I should maybe update some videos on steam and hope I get a few more wishlists per day than just around 1. With the intro, it hopefully looks more intriguing to interested people.
03.03.2026 21:18 —
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It's not fully done yet and I have so many more ideas what I could do with this PCB board design in the UI - but, I think I am procrastinating here. I have to finish this rework and get the intro done, too (some SFX is missing).
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03.03.2026 21:18 —
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This opens a lot of ways to make these boards look more interesting. At least to me, this looks like a very fitting concept for a game that is teaching programming principles. Another idea I had is, that there could be a PCB trophy room with collected board designs.
02.03.2026 21:50 —
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I had a couple of ideas that I find very intriguing;
I have replaced the binary states that LEDs used with 32bit integer registers and LEDs point to individual bit values. The LEDs in this video show the current startup time in milliseconds in binary form.
I love this.
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02.03.2026 21:50 —
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HA! It works. The LED to the next unlocked level is lit. The thing that's special about it: The layout of the circuit board is a text file and the lit state is configured in the text file. I have some creative ideas what to do with it, hehehe 😏
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02.03.2026 16:26 —
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Working on the LED renderings... fine tuning individual pixel appearances. The 3d effect is more or less sprite stacking. Except I am not using sprites but individual quads.
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01.03.2026 21:28 —
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Quite a bit too much effort just for "fluff graphics". As always, I kind of struggle to set myself proper boundaries. But then again, interesting looking graphics are for me the easiest kind of marketing.
At least I _hope_ that it looks interesting
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01.03.2026 12:14 —
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I've never designed PCBs and it probably shows now 🙃
It just needs to look a bit fancy. Now I'll need animated LEDs and resistors and capacitors.
The format is, once again, used to feed a mini bytecode execution engine with data.
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01.03.2026 08:02 —
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Maybe I'll make the whole popup look like an ISA circuit board. The left and right level previews would become integrated displays. I could even pixelate them and use a lowres LCD filter on it...
Then again, I have to finish the game at some point 🙃
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28.02.2026 15:37 —
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Work in progress comparison of the ongoing design refinement of the campaign level selection. I want to convert the grid of buttons into a circuit board. I have a rough idea in my head how this could look in the final implementation ...
#gamedev #indiedev #solodev #raylib
28.02.2026 10:40 —
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This week I reworked the object placement interface in 8-bitBot.
The UI is now cleaner, the icons are clearer, and object controls remain usable even when elements are placed near the edge of the screen. The layout is also structured with future gamepad support in mind.
I also added support for sw
Cleaner Object Placement UI & First Cutscene Progress - 8-bitBot Devlog 12
I've just uploaded a new devlog video about last week's progress 🥳
27.02.2026 10:16 —
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The cutscene I work on is like 80% done and I start wondering how I will integrate it. I think I want to
change this campaign overview a bit; A button for each encountered cutscene. Grid aligned buttons. Levels that have conditions to become available...
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26.02.2026 18:08 —
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🤣 I am trying to get this view set up to make the bot look like it is talking, but now I am laughing more than reasonably making sense.
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25.02.2026 20:45 —
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I need to get the perspectives right...
25.02.2026 20:41 —
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Obviously it was the same mistake on my end as the last time. Making the same mistake repeatedly...
25.02.2026 20:41 —
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I want to render another 3d model into a render texture, so I am using the same code path as for the tutorial character and ... something breaks and it affects other systems, too. No crash. Just broken.
Moments I want to flip the table.
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25.02.2026 20:15 —
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Sidenote: I am getting more comfortable with editing my recordings (took me long enough). After using #OpenShot in the beginning, I switched now to #ShotCut and I find the handling more convenient. I am not using anything fancy; just cutting out audio takes and video parts. Easy enough.
#gamedev
25.02.2026 07:21 —
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There a few things I need to get the first rough version of the cutscene working:
- Control props from tutorial (switch on/off)
- Speech bubble character must be exchangeable
- Play sounds via tutorial script
I think that would suffice as minimal feature set
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24.02.2026 18:20 —
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Back to the cut scene, I am confused why I see nothing. At least the lights of the modem tell me, that a level got loaded 🙃
Not sure what I broke here. Probably I added some new setting and now I am ...
oh right. I added the max light attenuation, which probably is 0 here 🙈
#goodwetalkedaboutit
24.02.2026 17:26 —
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Crazy day yesterday, I didn't get to work on 8-bitBot at all. I did, at least, add a new puzzle.
Now working on the last bits of functionality for the reworked object editing: Snapping.
Gamepad input handling for this menu is also on my to-do list 😵💫
#gamedev #indiedev #solodev #raylib
24.02.2026 05:49 —
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Thank you letting me know 😊
This goes both ways.
23.02.2026 06:00 —
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Ohhhh, that's looking so cute! Is this SDF based modeling?
23.02.2026 05:59 —
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Yeah, it's a bit unconventional compared to 3d modeling software, but I hope this way it integrates well with gamepad support. I still have to test that out...
23.02.2026 05:55 —
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