Typing Hazard

Typing Hazard

@typinghazard.bsky.social

well, I'll try this

71 followers58 following405 posts

Ucky bug in my game where only the last collision per frame on an entity is handled I know why it's happening but really fixing it means a big change to how collisions are handled I have a feeling there are going to be a lot of funny side-effects from fixing this Argh, ack, blah, shit

Trying to upgrade my floor tile assets that dictate who can walk in certain areas. I think I like the patterns on the grates, but I'm not a huge fan of all this grey. I think I have to start looking for colors outside the default LibreSprite palette 😬

Also I don't think they respect the perspective that most of the assets have so they're jarring 😐 I think it's the right idea but the wro g execution. I'm not a visual artist, just a guy that played Mario Paint once upon a time, so this is less like #indiedev hobby shit and more like whittling

Trying to upgrade my floor tile assets that dictate who can walk in certain areas. I think I like the patterns on the grates, but I'm not a huge fan of all this grey. I think I have to start looking for colors outside the default LibreSprite palette 😬

Previously they were just brightly-colored floor tiles where blue was "player only", red was "enemy only", and purple was "nobody". It looked fine for dev purposes but clashed hard with the rest of the tiles and probably wouldn't be great if a player were colorblind, so I went with patterned grates

Who knew tessellating pixel art for a tilemap would be so bloody aggravating I'm not an artist, just a hobbyist, so if there's a trick to this and some smart #pixelart #indiedev out there has a secret weapon for creating (simple) tessellations I'd love to know

Self-reporting into the void of Bluesky on my #indiedev #pygame hobby learning project wherein I decided I was just not going to use Tiled like a smart dev, opting for raw-ass JSON files of my own design

They mostly read like old GameFAQs ASCII maps of Zelda dungeons, or like a very visually busy NetHack level Any non-layout entities are described in a nested object format in an "entities" array, it's maybe a little disjointed but it works for me. Feels cozy and I need cozy rn

Being forced into using AI at work makes me need an arena where code came from me, belongs to me, was the result of my decisions whether good, bad, uninformed, naive, or otherwise. So this might not be the fastest way to go about this; 1000 times over, I do not care

"Did you know that the first Matrix was designed to be a perfect human world? Where none suffered, where everyone would be happy. It was a disaster. No one would accept the program. Entire crops were lost."

RedFade@redfade.bsky.social

No that same person posted this it’s somehow even sadder than you think

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b) upon reading this awful vision of the near-future I immediately thought of humans at their computers trying to craft a perfect reality through AI slop video games, VR headsets at the ready, and thought of the pods when Neo first emerges from his own pod, and heard Smith's diatribe in my head

It's a bit free-associative but I don't think it's far off, and the worst part of it is we can't even offload the responsibility to sentient machine overlords. We will happily do this to ourselves, we will opt-in without resistance and shrug the whole way because "it's just the way things are"

"Did you know that the first Matrix was designed to be a perfect human world? Where none suffered, where everyone would be happy. It was a disaster. No one would accept the program. Entire crops were lost."

RedFade@redfade.bsky.social

No that same person posted this it’s somehow even sadder than you think

I realize most of the language and imagery of The Matrix has been co-opted by chuds, but - a) I just don't see the movie as an incel manifesto, with its trans allegory and narratives about escaping groupthink even when you're ostensibly The Good Guys;

Typing Hazard reposted

We started Team Lazerbeam to make games that were handcrafted, human and full of soul. 12 years into our game dev journey, that mission feels more important than ever. Thank you to everyone that’s cheering us on in our quest to bring this game to life, one line at a time! 💖

It turns out, designing levels that can't be softlocked isn't just tough af for my smooth as a chicken breast brain, it is a design constraint I'm unwilling to work with given all the time I spent to add multiple "bridge-able" tile types. So! I landed on a workaround; pay X HP, restart level

It turns out, designing levels that can't be softlocked isn't just tough af for my smooth as a chicken breast brain, it is a design constraint I'm unwilling to work with given all the time I spent to add multiple "bridge-able" tile types. So! I landed on a workaround; pay X HP, restart level

The cost goes down as your HP goes down, all the way to 0 cost in fact - but by then your health is so low that the level might just kill you anyway v0v Oh also levels are bigger now, 11x13 was cutesy but limiting. 17x17 is where it's at

I did not realize how my #indiedev #pygame experience would change when I moved from building game systems to building the game IOW shifting from coding game mechanics to making the actual playtesting levels and discovering a new perspective from which to gage what the game needs

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And yet within the same file, I have a long-winded method for assigning "goals" and "rewards" to my levels and somehow there's no central "level solved!" event to call when the level is, like, solved Too much data to describe the wincons, too little data to describe the levels. lol, lmao even

I have always had a "ready, fire, aim" approach to getting through life, even when I think I don't I expected an amount of this kind of discovery on starting my game but holy balls, it feels like I only painted one side of the house and now I'm in the backyard like "oh, right, this also exists"

I did not realize how my #indiedev #pygame experience would change when I moved from building game systems to building the game IOW shifting from coding game mechanics to making the actual playtesting levels and discovering a new perspective from which to gage what the game needs

View full thread

I assumed level design would flow naturally from those systems as long as I tested them for completeness in isolation It turns out emergent behavior goes a little beyond the boundaries I'd anticipated. What do you mean knockback + blockpushing = softlocking levels due to unexpected position changes

Not only that but my assumptions about level editing convenience and control are also being challenged. I felt a small, metadata-light JSON format for describing levels with emphasis on ASCII for level layout would suffice - and it does, until it doesn't

I did not realize how my #indiedev #pygame experience would change when I moved from building game systems to building the game IOW shifting from coding game mechanics to making the actual playtesting levels and discovering a new perspective from which to gage what the game needs

I built and tested systems in proof-of-concept levels for months - overt mechanics like blockpushing, combat, damage, knockback; covert stuff like collision layers, AI behavior states, autotiling, spatial hashmap queries

Typing Hazard reposted

Replying to @eternalskies.neocities.org

AI is not trying to kill you, because it can't think. PEOPLE are trying to kill you, and hiding behind AI. The same people who have always been trying to kill you.

Starting on "real" levels for my hobbyist #indiedev #pygame project and I think I need to kill some darlings I already removed inventory; I roughed it in, realized it was extra and distracting for a blockpusher, cut it. Feelsbads minimal, 10/10 choice

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As a hobbyist I'm not operating under a strict deadline but neither do I want this to be a perpetual project with no clear vision or end date. I could just keep everything and build forever, but eventually I'd like to make something besides this and to me that implies a certain "done" state

Oh, and a "reverse darling" to kill - I really wanted to avoid the "kill yourself to reset the level" mechanic but that implies I design foolproof levels that cannot be put into a locked state for any reason. May have to write that feature after all

Starting on "real" levels for my hobbyist #indiedev #pygame project and I think I need to kill some darlings I already removed inventory; I roughed it in, realized it was extra and distracting for a blockpusher, cut it. Feelsbads minimal, 10/10 choice

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On the fence big time - I want to be able to rescue/discover characters with their own abilities to allow for rooms to be solved in different ways and with different rewards. Similar to nonlinear progression in its reqs for advanced level building, haven't decided keep/cut on this yet

The big one - I really wanted to culminate every biome with a turn-based boss fight, since players have HP they leverage during the blockpushing levels I thought it would make an interesting challenge. I still like it but it is literally a 2nd game's worth of development lol. Major feelbads if cut

Starting on "real" levels for my hobbyist #indiedev #pygame project and I think I need to kill some darlings I already removed inventory; I roughed it in, realized it was extra and distracting for a blockpusher, cut it. Feelsbads minimal, 10/10 choice

Next up feelsworse; I built session_state to save the state of an entire biome but I think building levels that optimize for that will be a big ask for Just Me, so it will likely just be linear progression from here on out. Bit sad about this but I have to be honest about my time/capability ratio

Yesterday I went downstairs to change the laundry over and I saw my dryer was showing an error code, it kept saying "80 D" over and over and I was like "hmm yeah me too, sorry to hear it"