Mojonbo

Mojonbo

@mojonbo.bsky.social

Moved from Twit @Mojonbo_

64 followers187 following97 posts

Going to put some game dev stuff in this thread to keep as a retrospective. It's a lot of little technical or design things that I thought were interesting to think about that aren't necessarily used in a lot of indies I see. Very rough, very idle

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Very thankful for Portponky's Better-Terrain plugin to group different terrains. Usually for different tiles that should connect edges, I actually wanted two kinds of corners for the same tile, so it's actually a duplicated .tres TileSource that copies all layer info for the shared, non-edge tiles

Going to put some game dev stuff in this thread to keep as a retrospective. It's a lot of little technical or design things that I thought were interesting to think about that aren't necessarily used in a lot of indies I see. Very rough, very idle

View full thread

anyways really proud of putting together pseudo-height tiles more complex than default objects can handle. Having dynamic edges, floors AND walls that can change their vertical height is one of those things I never see in top-down RPGs but it's feeling really robust

Going to put some game dev stuff in this thread to keep as a retrospective. It's a lot of little technical or design things that I thought were interesting to think about that aren't necessarily used in a lot of indies I see. Very rough, very idle

View full thread

It always astounds me how GS managed to simulate not only height, but smooth transitions between fractional heights. Even though the tiles have 1-3 clear levels per screen, the smooth movement between ramps-floors and ramps-ramps is way more fine tuned than any other truly 2D game I can think of

There is even gradual acceleration of the player towards the center of the step to seamlessly transition from the point where you can hop up/fall down, even though there's never a situation where you need to move laterally off stairs. Quality stuff. I'm just gonna put banisters on all my stairs tho

Going to put some game dev stuff in this thread to keep as a retrospective. It's a lot of little technical or design things that I thought were interesting to think about that aren't necessarily used in a lot of indies I see. Very rough, very idle

View full thread

I've tried out a lot of the neat tools that generate patterns/effects/shapes for a "clean" look, but it just doesn't appeal to me as much as the narrow time around 2010-2015 after resolutions could show off better hand-drawn icons and sprites, but before everyone switched to 3D or procedural assets

Overall I still don't want to go to 3D models myself because I feel like there's a good bit of meat left on the bone because things went too quickly to 3D with the PSP and DS. Right when colors and resolution weren't too restricted, there was super creative use of 2D perspective i want to see more

Going to put some game dev stuff in this thread to keep as a retrospective. It's a lot of little technical or design things that I thought were interesting to think about that aren't necessarily used in a lot of indies I see. Very rough, very idle

View full thread

Anyways there are so many small details I get myself worked up about at early stages. Deciding how many inputs can be made at the same time is a big one right now. Should actions come through a chain of menus, or should the actions be chosen from a number of available buttons at once?

I can't think of many recent games with menus that "feel good" to go through. Big games have load times/too much info, smaller games have a gross default feel. Feels like there's a fine line between minimal menus and the charm that games like Layton/old FEs/Zelda get without much complexity

Going to put some game dev stuff in this thread to keep as a retrospective. It's a lot of little technical or design things that I thought were interesting to think about that aren't necessarily used in a lot of indies I see. Very rough, very idle

View full thread

Kind of proud to accomplish this robustly by only adding colliders to tile and object edges, and height as a non-collision variable painted over each tile. Objects themselves check for when to remove collision from themselves or the tile edges

I managed pseudo-depth with objects in Toad's Trees before, but there, movement and positions were very discrete, and only had a few checks to emulate physics. I think I've grown to handle a similar illusion with more simplicity (albeit only 1 moving object at a time, instead of dozens)

Going to put some game dev stuff in this thread to keep as a retrospective. It's a lot of little technical or design things that I thought were interesting to think about that aren't necessarily used in a lot of indies I see. Very rough, very idle

First thing I always think about is how difficult it can seem to build functions (e.g. movable platform that has illusion of depth without conflicting with colliders behind/in front). SNES era accomplished this but I couldn't find a single indie example that didn't instead choose a 3D engine instead

I've been learning a lot about GLshader and UI design and may try to make regular posts in a thread here sometime. Maybe objectively small steps but I get excited about each little thing

I haven't really drawn anything in the last half year and don't think I'd finish this, but no better time to put it up here than after a year of XBX. Still think about that game a lot #XenobladeXDE_fes26 #Xenoblade

lrt: KVFM will feature a brief Toad's Trees race including a few features added in the last few weeks. The game has gotten additional visual updates, control updates, and other quality of life features since then too!

Mojonbo@mojonbo.bsky.social

mojonbo.itch.io/toads-trees Toad's Trees is here and definitely not a long-lost SNES sequel to Wario's Woods. Free to play, my first game, possibly last idk

One more update- I've fixed a few bugs, but also created a video walkthrough in case you need a pointer, or just want to see what more of the game looks like. www.youtube.com/watch?v=RZl_...

youtube.comToad's Trees All Levels ShowcaseYouTube video by Mojonbo
Mojonbo@mojonbo.bsky.social

mojonbo.itch.io/toads-trees Toad's Trees is here and definitely not a long-lost SNES sequel to Wario's Woods. Free to play, my first game, possibly last idk

Macadamia shortbread and peanut butter cookies. Starting to write some of these recipes from scratch to reduce sugar and use the oil from nuts in place of butter