Tristan

Tristan

@tbleazy.bsky.social

Aspiring pixel artist and hobbyist game developer in Seattle. Play my games at https://tbleazy.itch.io/! He/him πŸ³οΈβ€πŸŒˆπŸ»βœŒοΈ

155 followers309 following186 posts

Took a dev break for a few but it’s time to get back to it. These pixels ain’t gonna push themselves 😀

Been heads down doing programming for NES Jam the past week and a half and it’s been so different solely focusing on the coding aspect rather than trying to balance both art and coding. I’ve definitely been able to get deeper here than I have with other projects, but I miss pushing all the pixels πŸ˜‚

Spent the weekend and a little bit of this week so far working on smooth, near pixel perfect zoom in one of my low resolution pixel art games. What a change! Will hopefully get the rest of the kinks out to share something soon.

This week I experimented with updating my recent jam game to let the player and other entities take in scripted inputsβ€”super useful for making custom in-game animations! #godot #pixelart

It's also time for a little break from jamming and getting back to my regular projects and other adventures in pixel art. I'm so excited to keep pushing forward on more content for Light It Up.

Hyped to drop my newest jam game, Zip Zap, sometime tomorrow! The theme for this jam is "Shock," and it's been so much fun drawing and animating in two colors this past week #pixelart #indiedev #godot

Today's adventure in #PixelArt and animation included a new trap door for the game. So many new puzzle elements and ideas coming into existence this weekend!

@pixquare-app.bsky.social I’m loving the app for iPad, but I have a question! Can I drag/move animation cels from frame to frame or from one layer to another with drag and drop? I couldn’t figure it out and ended up copying and pasting each cel of an animation I was working on to move it.

Incredibly happy with the game dev progress today. I started wiring up the levels to use the new trigger system I built, replacing a complicated mess of spaghetti code strewn across all of my levels and entities with a much more robust and flexible node-based approach. #godot

I started refactoring the triggering/event system in my most recent game, and it's been way more fun than I could have ever imagined. I have so many new puzzle ideas that are already possible with what I've done so far and I'm only maybe halfway finished? Components in #Godot are the way.

Got PR previews working for my web game dev workflow with Godot. Now each time I open a new PR against my project I can preview the build before merging and publishing to itch πŸŽ‰

Spent a bit of time before work updating the TNT from my latest game to allow for branching fuses and multiple 🧨 Need to wire up the spark animations and signaling behavior next!

This one took first place in the jam it was submitted to. Check it out! More content and updates likely coming later too.

Warp Door@warpdoor.com

Bleu Snakes (@tbleazy.bsky.social) "Snatch up all that cheddar before those snakes start to dig in πŸ§€πŸ§€πŸ§€" Free - Browser: warpdoor.com/2025/11/03/b...

3 bugs, 2 levels, and some amount of polish still left to go for my Bloomin’ Lumens update Why does everything in game dev have to take so much longer than it feels like it should take? πŸ˜‚