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fox game dev

@theirfinestbean.bsky.social

developing a fox game

10 Followers  |  1 Following  |  25 Posts  |  Joined: 26.01.2026  |  1.5248

Latest posts by theirfinestbean.bsky.social on Bluesky

well, i figured out half of the issue i was having. apparently "slide on ceilings" is bad and doesn't work and does the opposite, with it checked off i actually do slide on sloped ceilings properly instead of getting awkwardly stuck

now to figure out why attachment sometimes fails

12.02.2026 22:32 — 👍 1    🔁 0    💬 0    📌 0

this is the "okay i guess i have to fix all the bugs" room. it's the bug room. they put bugs in it

12.02.2026 19:13 — 👍 1    🔁 0    💬 0    📌 0

a second issue (one i've known about for a bit but was too lazy to fix) is preventing me from doing the other thing i wanted to in this room so i guess i need to fix that next, ahah. i want the room to be the way i envision it because it's very cool and good, this way.

12.02.2026 19:07 — 👍 0    🔁 0    💬 0    📌 0

anyways this is comically easy to fix by just adding one more check. so i did. now it works. yay :)

12.02.2026 18:50 — 👍 0    🔁 0    💬 1    📌 0
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12.02.2026 18:50 — 👍 0    🔁 0    💬 1    📌 0

and that part worked fine! for ground slopes. the check i made had it ALSO applying to ceiling slopes, which.... made things, happen,

12.02.2026 18:46 — 👍 0    🔁 0    💬 1    📌 0

sat down to figure this out. oh, i'm a dummy. i added in a block of code to help boost jumps up slopes bcuz it was possible to have more horizontal velocity than vertical velocity, resulting in: not a jump, which sucked

12.02.2026 18:46 — 👍 0    🔁 0    💬 1    📌 0

got the itch to work on a bit more level design, accidentally made a setup that exposed a bug (?) in the jump code for jumps at this specific angle. trying to debug why exactly it does this thing but it seems like an issue too big to quickly correct and i am a little too tired to dig deep, rehf.

08.02.2026 06:37 — 👍 0    🔁 0    💬 1    📌 0

i'd like to think that i've played enough video games to intuitively understand a lot of precepts of level design, even if i don't have a ton of experience in making levels myself. yet. but i will.

05.02.2026 20:26 — 👍 1    🔁 0    💬 0    📌 0

had to work on my first "chokepoint" room and honestly? yeah this is a fun little spot. also gives players indication that there may have been multiple paths if they hadn't figured it out yet. but the "main" path is helping to teach mechanics that would lead to these other paths...

05.02.2026 20:25 — 👍 1    🔁 0    💬 1    📌 0

there is one small visual thing i need to fix re: the changes i made but that's not a big enough deal for me to care about at this exact moment, i know what it is and have noted it down so i can get back to it later.

05.02.2026 00:18 — 👍 0    🔁 0    💬 0    📌 0

though i am realizing that i have yet to introduce something that makes this setup work the way i want, so i may take it out and move it to later, aheh.

05.02.2026 00:15 — 👍 0    🔁 0    💬 1    📌 0

reworking a part of the wall jump code because a specific setup i wanted to make didn't work right, and now it does, AND the revisions provide more flexibility and complexity to the wall jump mechanics so i think that was a really productive change.

05.02.2026 00:14 — 👍 2    🔁 0    💬 1    📌 0
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think this is the first room where i've really nailed the kind of level design i'm striving for. multiple pathways that reward game knowledge and experimentation. there's actually another path i didn't show off here, hehe. still needs a bit of refining but like, this is cool, i think.

02.02.2026 04:43 — 👍 4    🔁 0    💬 0    📌 0

honestly with how absolutely bonkers this january has been all around it's a minor miracle that i got anything done this month, if you ask me, much less both as much as i did for the game as well as putting out a quick little video on top of it all.

31.01.2026 00:26 — 👍 0    🔁 0    💬 0    📌 0

been struggling to get as much work done as i wanted to this week but i've been forcing myself to at least do one thing a day. unfortunately today i just got to have a little fun with this yippee moment.

31.01.2026 00:10 — 👍 0    🔁 0    💬 1    📌 0
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chat do you think i made springs too powerful (no)

31.01.2026 00:08 — 👍 4    🔁 1    💬 3    📌 0

a bit of a messy look in the level design is part of what i'm going for, anyways. a lot of the details here have no real level design purpose, but they look neat!

29.01.2026 21:44 — 👍 0    🔁 0    💬 0    📌 0

nothing i'm working on is final right now, anyways. the point is to have something at all.

29.01.2026 21:43 — 👍 0    🔁 0    💬 1    📌 0
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it's a little messy and surfaced some issues with the spring physics that i need to work on at some point but, regardless, i like this room. it's neat. it's probably also doing too much but it's fine.

29.01.2026 21:43 — 👍 3    🔁 0    💬 1    📌 0

i need to rework my checkpoint object to make it more flexible at some point, right now it's tall but you -can- jump over it which isn't great. i don't want to make it -too- tall either 'cause i'm worried there could be overlap in rooms above if i do that...

29.01.2026 01:00 — 👍 1    🔁 0    💬 0    📌 0

a little out of it today but i did force myself to at least make a few more rooms, i'm really happy with this second one even if it also feels. maybe a bit -too- dense? introducing a lot of things at once, ahah.

29.01.2026 00:51 — 👍 2    🔁 0    💬 1    📌 0

it was annoying me a lot that bsky made the transparent background solid white so i added a color.

27.01.2026 00:07 — 👍 1    🔁 0    💬 0    📌 0

i'm actually not decided between this handle or tirakitsu yet because both are really good names. but this one has the nerdy prog metal reference so it's probably the funnier one.

26.01.2026 22:02 — 👍 2    🔁 0    💬 0    📌 0
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every game starts with a tutorial, or so i'm told.

26.01.2026 21:25 — 👍 5    🔁 0    💬 0    📌 0

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