Yzahkin Games

Yzahkin Games

@yzahkin.games

🎮 Creating small games as a hobby 🤖 Active project: something in Godot Cupig on Steam! https://store.steampowered.com/app/2999220/Cupigs_Key_Collectathon/ Website: https://yzahkin.games

3.6K followers581 following628 posts

I half want to replace my Cupig to that pig in my game, but I really do not want to do any more work in that thing. It would be funny tho. I am almost done with my side project and ready to start making my new, bigger, better, seriouser (I promis) attempt to make a game. This time in Godot.

Kenney@kenney.nl

Added 9 new pets (and remade all previously included, added 4 new animations for each) to these free #gameassets, they'll be released Thursday March 26th!

done

Yzahkin Games@yzahkin.games

After some side questing (building a blog for fun, like it is 2010) and actual-day-job™ related things: now I finally make the itch version of Cupig. I just comment out Steam code, build it and done. The game will be pay what you want. And after this: I am finally free to start a new project.

After some side questing (building a blog for fun, like it is 2010) and actual-day-job™ related things: now I finally make the itch version of Cupig. I just comment out Steam code, build it and done. The game will be pay what you want. And after this: I am finally free to start a new project.

So #godot engine people! I have a question: Is it possible to use more than one programming languages in one project? Is Godot modular like that? Thinking about my next project and I can see a situation where C++ would be better for some stuff, but I am very fine with Godot Scirpt too.

Nobody buys my game (no surprises there), but it is so incredibly funny how many spam I get, small twitch channels, and fake looking "agencies" asking for free keys. I got 1-2 email every day. I wonder who falls for these. #gamedev #solodev

I updated Cupig's Key Collectathon. Fixed achievement code (they will open retrospective for people who should have got them already). Also added key counter (as players prefer it) and fixed the walls. Now I will work on the itch edition, and after that make it open source and forget all about it.

Walls were funny and I really do not get how bad Unity can be with collisions. But now it is solid. The problem was the grid nature of the game. Touching hit boxes wouldn't work. Overlapping ones work.

It is not a good game. It is a game that can be called a game though. Can be played from start to finish. It is not even an asset flip as I made everything in it. What I did not made I payed for it. Like translations. Music I bought. So it is out. I will make itch version and open source it. Done

I will try to fix what Steam people said is problematic in the game (they couldn't change language with the controller and that is truly a bug I did not notice). But the next two weekend and the whole week is off for me. Sooooo I am near. And far. #gamedev

Akos@yzahk.in

First round my game was rejected by Steam as turns out full controller support is harder than I imagined. UI making is my biggest enemy. But I am doing this to learn. So I do that.

This was a highly productive day. I fixed some levels, made a build of the game for Steam review, made a trailer (it is the lowest effort ever, not even put it here). Fixed a bug with the save system (it only supported 30 levels, the game has 100) and tested the achievements. All good.

Finally I have build on Steam. Funny thing: the Steam Pipe Build uploader did not accept my credentials. I had to change password (that I typed right, no white spaces). I guess its length (150 char) or one of the special characters did not sit right with the tool. #gamedev

I do still work on the game. There are some things I have to slim down to avoid dumb bugs. I still need to hook up some buttons. Play test is ahead.

Akos@yzahk.in

In my original game logic I had a 100 case long switch case block without a lot of breaks as lot of levels were the same. I thought I will put more level specific stuff in so it made sense a year ago. But now I just made it into 3 if statements taking up 24 lines of code.

Yzahkin Games reposted

Making the Language system in my game was the most fun to be honest. Game logic did not excite me that much. Language system is not even a big part of the game. It is a small class, reading a json file based on country code. #programming

As much as I am not a fan of that company, things like these are important.

Ryan T. Brown 🎮🩷@toadsanime.lostincult.co.uk

Ubisoft has released Chroma - an open-source tool for accurately replicating colour blindness over a video game screen. The tool is available freely on GitHub for all developers. (Read more: Ubisoft News)

Things are slowing down before the finish line, because the start of the year is packed full with my family's events, also world politics doesn't make life easy or cheap. But I finally hooked up every translation. Added music to the mix and 99 levels done from 100. #gamedev

I still have to play test the whole game. Make a 100% run of it. I will do that on a Steam test build, so I see how it installs and saves, also how achievements open. After that release. And I am finally free. 😁 So close. Meanwhile I drawn up the plans of the next one.

While I am doing a social media detox now days, I stopped to visit this site too. But I am making the game. I do not have anything to report as it is small bug hunting and level creation. It is very dry to write about and dry to do too. But this is the finish line before the finish line.

After more than 10 years I started to play Spore again. And it is still fun. But as I play it I can not shake the feeling that there are nothing in it that I am not capable of doing with any modern game engine. Maybe the creature creator would be real challange to do. #gamedev

Also the fact that every creature, plant, building, vehicle is stored in a PNG. They encode the data in pixels and you get a small image of the creation. It is such a fun idea and easy to share. Maxis really cooked with this one.

The last some levels are ahead of me. The last one will be the biggest labirinth. No final boss or anything. Just a big challange with all the stuff the game provides. Even sharks. It shouldn't make sense. It just have to be fun. #gamedev

And I still making levels on week days. Thanks to my editor I can make them anywhere any time and I put the code to github web editor. But any bigger programming happens at the weekends.

Akos@yzahk.in

Another weekend off form any projects. Family events always stop me from working on my game or React projects. But you gotta have off time from you off time too. I work a job on week days and work on my projects on weekends. So I might need this even if I feel like I am behind with my own projects.

Rotating projectile spawner works finally. Kill code still needed. After that I just have to finish the last 20 levels, add music, credits screen and the game is good to go.

I have a smaller game idea than the big one I wanna do next... and maybe I should do the smaller one first to learn #Godot. It is really small. No levels to build. Just a gameplay loop that goes until the player fails. Not much harder than the dino game in Chrome. But more complex. #gamedev

I have bright idea how to make the last world's hazard. I will make an empty top of the level. Children the spawner to it farther out and rotate the whole thing. The spawner will orbit the empty this way. I will randomize the spawn rate between two not too annoying values. #gamedev

The last world's point will be to move all the time. There is no time to stop. This is the last part of the game, the player should be on top of the controls at this point, so they have to solve it fast.

I almost never play on my Switch Lite (these days are expection because of Tears of the Kingdom), but still it is my favrourite console I own. I will buy a Switch 2 for sure. Also my next game would really fit on it and I will really look into creating it in mind of this fact.

Steam's new store page Figma template is godsent. I did something similar in photoshop with rulers to test my images but didn't really tought much about it. This thing works awesome! In this thread I give you a small tutorial how to do it right. 1/3 #gamedev store.steampowered.com/news/group/4...

store.steampowered.comSteamworks Development - Steam Asset Sizes & New Preview Tool - Steam NewsEnsure you are using the latest templates and check out our new preview tool to help

2/3 After sign up it will drop you in a project. So when Steam tells you that you find the import button in the top right corner: they mean the home page, not the project page you are on. also

3/3 to import the template you have to upload all the files and folders in the project. Zip will be cause an error. You have to unzip the folder multi upload the files at once.

At the weekend I made the third environment for the game. At least most of it. Also I am at level 60 now. The last world still needs its gimmick programmed. It will introduce some randomness to the game. #gamedev

I am happy when my code find some use outside my own little projects.

David Newcomb Morales@arbourtrary.com

Interactively learning the fascinating symmetry of the Cistercian numerical system that can represent the numbers 1 - 9999. Big thanks to the project by @yzahk.in - I primarily used that canvas code to draw the ciphers #creativecode #digitalgarden #cistercian arbourtrary.com/sketches/cis...