Martijn Folmer
@martijnfolmer
Dutch roboticist | indie game dev I post updates of my video game development, art progress and nerdy hyperfixations #NoAI, and no crypto Please check out Broom and Boom : s.team/a/3673790 #GameDev #indiedev #solodev #gamemaker #godot
Can't argue with science. First time I tried anything with claws or feathers, so this was educational and fun to draw, thank you for sharing!
And I like drawing other peoples characters. Thank you for sharing, this has been fun to draw
22nd game, Diggergun Mining/lifesim game that is a neat example mechanics reinforcing an overall vibe The short days, the looming debt, depleting energy resource, arbitrary raising of quotas, the unpredictability of your mine haul Makes you always rush and worry like an overworked employee
Made a big change to the floor and background, now any action the player takes causes the floor bits to light up and expand based on what goes across them I like it :-) #gamedev #indiedev #godot #indiegame
Made a quick mockup of what would happen if I turned the planned character portrait into interlocking shards I do like how it looks, but it needs more detail so people know what they are looking at. Maybe smaller shards and more color variation? #art #gamedev #screenshotsaturday #godot #indiedev
21st game, Blue Wednesday As an indie dev with a day job, this story about making your art your job, and how audience reception impacts your self-esteem, and a scoop of imposter syndrome, it all spoke to me on a spiritual level Also, immaculate jazz vibes. Recommended for all you creative people
Worked on wall destruction The debris shards now actually constitute the entire wall, and there is slight delay as a spiderweb of fracture lines travel from point of impact through the wall, before exploding outward Gives the destruction a bit more weight #gamedev #indiedev #godot #indiegame
20th game, Shotgun Cop Man Using your weapons for attacks and recoil for movement seemed like it would require a level of twitch response that I'm not capable of But this game is fairly forgiving, the lvls short and does not penalize you for not hitting bonus objectives Highly recommended
If you need pathfinding, but the collision objects are irregular shapes that don't fit around an A* grid, consider using Rapidly exploring random trees (RTT) The paths are not the theoretical shortest, but they are interesting Link to a gdscript version in comment #godot #code #algorithm #gamedev
19th game of 2026, Boneraiser Minions I enjoy summoning a horde of undead to fight a horde of other things and this was a very good time Kind of wish I could make a truly massive horde of weaker units instead of upgrading a smaller number to more elite versions Still a very strong recommend
Working on the enemy punch attack. I might still be slightly off on the knockback effect on the player #screenshotsaturday #gamedev #indiedev #godot
If you need to simulate cloth/line, you can use Verlet integration, which models interconnected points that influence the movement of their neighbors It is a simple and lightweight physics algo, less than 100 lines of code, link to a gdscript version in comment #godot #code #algorithm #gamedev
18th game, Carrion This game has some excellent movement mechanics, sneaking through vents and swinging around as a mass of meat, teeth and tentacles just feels good The puzzles are a bit basic and I got lost a couple of times, but it was a cathartic time when you get to be the monster
Do you remember Bastion? Because I remember Bastion #screenshotsaturday #gamedev #solodev #godot
If you have ever wondered what a T-SNE of all sounds in @kenney.nl 's asset pack using VGGish embeddings looks like, here it is The idea is that similar sounds are close together, if you turn sound on, you can hear this Trying to get an auto sorting algo going for all my unsorted #gamedev assets
Been consolidating all of the game assets I've bought on itch/humble and art references saved on pinterest/bluesky/local in a single place, with the intention of tagging them to make search easier I just finished my harvest and I'm rethinking the whole 'manually tag everything' approach #gamedev
Made 4 versions of 'find random location in a circle' Just doing center + random_length * random_angle biases towards many points close to center, so using donut, normal distribution and bias towards outer radius can help spread randomness out to desired location #code #godot #algorithm #gamedev
17th game, mosa lina Random physics lvl, random tools, one shot, dying makes you go to next lvl First puzzle game I played where the answer to a puzzle can be 'this is impossible with current tools, just jump of the ledge' It is unique, very odd and strangely compelling