benji

benji

@benji.gg

making games :)

2.1K followers1K following382 posts

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Procedurally generated world maps, with biome appropriate town names, fully simulated weather, and using a shader to make it look hand painted! #indiedev #gamedev

Going out of town for the weekend, so won't be able to finish #gmtk. I don't mind since I never really submit these things for competition anyways. Next week I think I'll find time to finish up the 96 hours!

More progress on #gmtk jam game. Hexagon tile world generation (reworked for 3D from an old project) and fog of war!

TIL I don't know how to create different animation poses in Blender... so I'm going to export each one as it's own model 🙃

benji@benji.gg

Made a little knight for my #gmtk jam! I'm new to Blender so this has been a good learning opportunity for 3D stuff.

Made a little knight for my #gmtk jam! I'm new to Blender so this has been a good learning opportunity for 3D stuff.

Deltarune chapter 3 was the much needed filler episode before the emotionally heavy chapter 4. Toby Fox really is a genius for presenting them together this way.

I’ve played every version of Lucid Nightmares from very first prototype. Give the free demo a try!

Felipe Eliasquevici@felipequevici.bsky.social

Hey #PitchYaGame Lucid Nightmares is an action deckbuilding inspired by Hades and Slay the Spire. ⌛Time moves when you move 👻Face your fears 🔥Grow stronger or die trying Try the alpha now! 🔗 mister-chip.itch.io/lucid-nightm...

benji reposted

Behold! A Beholder! (Based on Eye of Cthulu from Terraria 👁️) #gamedev #indiedev #pixelart

Been getting pretty good at this.

benji@benji.gg

YES!!! Finally! (The game is "Dragonsweeper", by the same game dev who made 2023's "Storyteller", another fantastic game and a favorite of mine. Go play them both!)

Did a quick sketch of my cat. First time using a paper and pencil since freshman year of college lol

benji@benji.gg

I’m doing a big code refactor, so won’t be any big updates/screenshots for a minute. In the meantime enjoy this picture of my cat sleeping like a shrimp 🍤

Kinda nerdy but here's a brief explanation of how I'm writing tests for my code, to make sure the game's major systems don't break or leak memory! Also, I'm running builds for Mac, Windows, and Ubuntu via GitHub actions every now and then.

benji@benji.gg

Yes :D! I have my own unit testing lib, + it generates a report on memory usage to find leaks (removed a free to show as an example). For testing gameplay, I want to record user inputs and have a script re-run that game session. Hopefully get to build that system soon-ish!

I’m doing a big code refactor, so won’t be any big updates/screenshots for a minute. In the meantime enjoy this picture of my cat sleeping like a shrimp 🍤

More like a code cleanup than refactor. It should do all the same things, but consolidated into nicer API’s, that becomes clearer only after first getting things working and then observing my actual needs. And also because I’m at 140k hand written lines holy fuck lmao

Hard to see how much bigger this bear is without seeing him next to a player character. Anyways, he's about x3 taller and x6 wider.

benji@benji.gg

Don't mess with mama bear. #pixelart #ドット絵

As a game dev, I am a pendulum that swings between weeks of crazy productivity and then months of being a lazy dumb ass

Sooo now that we've got SDF fonts, we HAD to try remaking Maplestory's damage effect. (Don't worry I'm not keeping it lol) #gamedev #indiedev

benji@benji.gg

Sorry, nerdy post: I've added SDF font rendering and 9-slicing to my engine for better UI. This font (Renogare, from Celeste) isn't the one I'll be using in-game, it was just the roundest normal looking font I have installed. #gamedev

Sorry, nerdy post: I've added SDF font rendering and 9-slicing to my engine for better UI. This font (Renogare, from Celeste) isn't the one I'll be using in-game, it was just the roundest normal looking font I have installed. #gamedev

People don't comment on stuff enough here. I want to know what you think of my work! I want to tell you what I think of your work! I want to have long off-topic discussion threads in the comments! Maybe (definitely) because, on most sites, comment sections are filled with the worst people ever?

For sound effects, there's now a built-in synth designer (pretty much JFXR's UI). Here's a quick video of my trying—and failing—to design an attack sound for the slime enemy!

benji@benji.gg

Finally added DearImGui by @ocornut.bsky.social to my project, and built this monster editor in two days. Really happy with how it came out! #gamedev

This meme was, 1000% unironically, the reference we used for the Beholder's attack animation

benji@benji.gg

Behold! A Beholder! (Based on Eye of Cthulu from Terraria 👁️) #gamedev #indiedev #pixelart

Finished making a synth engine for my game so, instead of pre-recorded audio, sounds can be dynamically generated on the spot! This is me spamming my keyboard to play random notes. #gamedev #indiedev

Two weeks ago for a game jam, I made 2D planet gravity from scratch... and it's really easy! Here's a short thread on how it works 🧵: #gamedev #tutorial

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The last two steps showed how to calculate velocity. Now let's think about collision itself. Planets are just circles, AKA: - A center position - A radius So we just need to make sure our distance to the planet isn't less than it's own radius, and we're good!

I know this one looks like a lot of code, but it's really only saying two things: 1. How far are we? 2. How far is the "edge" from the center? If we pass the less than check, we make the player "grounded" and push ourselves up to be flush with the edge.

Two weeks ago for a game jam, I made 2D planet gravity from scratch... and it's really easy! Here's a short thread on how it works 🧵: #gamedev #tutorial

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That sounds scary, but in fact the math is simple. You get the distance between the planet and the player using Pythagorean's Theorem, and then normalize it.

Two weeks ago for a game jam, I made 2D planet gravity from scratch... and it's really easy! Here's a short thread on how it works 🧵: #gamedev #tutorial

In a *normal* game, -X is left, +X is right, and +Y is up. But when we're relative to a planet's surface, those directions have no actual meaning to us.

Instead, we need the "Normal" and "Tangent". The normal is the vector that points directly outward from the planet’s center to the player’s position. This tells us which way is “up”. The tangent is perpendicular (90°) to the normal. Movement “around” the planet follows this tangent.

YES!!! Finally! (The game is "Dragonsweeper", by the same game dev who made 2023's "Storyteller", another fantastic game and a favorite of mine. Go play them both!)

benji@benji.gg

FUCKING MIMIC!!!!!!!!!

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