Get Lost
@getlost
🎮 A collaborative worldbuilding game 🎨 Anyone contributes to the canon 🚀 Players explore levels ❌ No crypto, NFTs, or AI art
Original clip, edited down for dialogue and brevity. What do you think, is the Get Lost tribute level faithful to the source material? bsky.app/profile/getl...
I built *a lot* of new engine & editor features to make this 300 tribute level possible. I was told it was madness. "Madness," I said... (Sound on🔊) #gamedev #indiegame #indiegamedev
The Get Lost editor lets you stylize your levels with a color grading effect. 300 movie has high contrast and tinting, and its hard to capture the feel without it. #indiegame #indiegamedev #gamedev
Reworking PixelBoy's CC0 "Ninja Adventure" assets for a rather infamous scene... #gamedev #pixelart #indiegame
Here's how the dialogue looks in the editor. <jitter> and <stamp> are two of several effects.
Any LoTR fans? Small demo level showing off the new dialogue system with dynamic text effects. #gamedev #indiegame #indiegamedev
You can go forwards and backwards through time to more easily test all of the paths a player can take through your level. #gamedev #indiedev #indiegame bsky.app/profile/getl...
I’d like to share some of the new editor features built to support the Vanilla Sky demo level. Today, I’m covering the Story editor. #gamedev #indiegame #indiegamedev
A short tribute to one of my favorite films, Vanilla Sky Building by @lime_px Background by @craftpix.bsky.social Music by @sigurros.com NPCs by me #gamedev #pixelart #indiegamedev
Wrapping up the parallax tool for dynamic backgrounds #pixelart #gamedev #indiegamedev
Here's what it looks like in practice. I'm navigating the tile context with the WASD keys, and clicking to place a tile when the correct tile is selected.
I also added keybindings to the tile context, so you can quickly select nearby tiles to paint.
But now when you're painting tiles, you can see the tile *context*, on the right, for the selected tile. This tile context comes from the tileset itself, so you can see more of how the artist intends for the tile to be used, based on its surrounding tiles.
When placing tiles in a map, this problem makes it very difficult to find the tile that fits in a missing spot, because the tiles in the tile palette are basically jumbled together.
Like this corner piece. It's easy to see what it's connected to when you see it in the original tileset. But in the object palette, it's much harder to tell.
Took a break from the story and dialogue editors to do a small quality-of-life update to tilesets. Here's the problem: tiles in the palette (the bottom half of the screen), which have been sliced from a tileset (the top half), lose their spatial context to other tiles.
We're in the process of packing and moving. Updates to the dialogue/story system coming once I'm settled in to the new place.
Wrapping up a 1965 Lincoln Continental for... reasons... #pixelart #gamedev #indiegamedev
made my engine visualize depth. looks neat 📸 #gamedev #indiegame #indiegamedev
[5/5] The solution is to give objects multiple Zs. One Z can be higher up on the tent, so the player is always in front. Another Z can be lower, at the doorway, so that when the player crosses over, they disappear inside. This is what the new Z tool allows.
[4/5] And if we set the tent's Z to be higher up, the player is correctly in front of the tent, but then they can't enter the tent 🥲
[3/5] The tent is an example of where this breaks. Its Z needs to be at the doorway, so that it can be entered/exited. But then when the player walks next to the tent, they go behind it, because they are higher than the doorway. It looks weird, right?