Matt Hogan :psyduck:

Software engineer, maker of half-finished things.

Matt Hogan :psyduck:mtthgn
2025-12-15

@dinchenix I love these Mini Aseprite tutorials, they're so good!

Matt Hogan :psyduck:mtthgn
2025-11-26

@wildbat Congratulations!! That's no small feat, indeed! Very inspiring

Matt Hogan :psyduck: boosted:
2025-11-26

RE: mastodon.gamedev.place/@synapt

Agents of Groove is finally out! This is the first game for which I've done programming, design, writing AND music, over the course of *checks notes* close to three years!? I hope it will resonate with someone, but inevitably this is a huge milestone either way, and it'll always be special to me.

Matt Hogan :psyduck:mtthgn
2025-11-25

An under-appreciated aspect of RPGs as a genre is how you can fold laundry during all the story parts.

Matt Hogan :psyduck:mtthgn
2025-11-21

@eniko This piqued my curiosity way too much, and I believe I found the issue. Looks like this has been a problem for a long time now!

github.com/mastodon/mastodon/i

Matt Hogan :psyduck:mtthgn
2025-11-08

It's been a while since I got to work on my game, but I got to sit down today and knock out a rough implementation of vertical scrolling! Here you can see platform snapping to a specific offset, and different focal points for when you're in the air versus on the ground.

Matt Hogan :psyduck:mtthgn
2025-10-20

@PypeBros tmux has been a part of my setup for at least ten years now! Once I started using it I couldn't go back.

Matt Hogan :psyduck:mtthgn
2025-10-17

@eniko I don't recall if you've said this already, but I'm curious what you're building all this in! What language are you using? Any notable libraries? I've been thinking about dipping my toes into 3D ever since I saw that SDL3 has graphics support.

Matt Hogan :psyduck:mtthgn
2025-10-07

@glaskows nice! What games did you get?

Matt Hogan :psyduck:mtthgn
2025-09-21

@eniko It's been a lot of fun watching this come together! It looks amazing

Matt Hogan :psyduck:mtthgn
2025-09-20

@slembcke
...

3. .ase shares the image data as "cel chunks", which is an interior rect that's the bounding box for what you drew on that particular layer+frame. This makes defining hitboxes real easy, because you get the relative positition to the canvas and the width/height of the cel. I felt like I'd have to do more work if I exported hitboxes to pngs.
4. with pngs, I'd have to manually specify the either the dimensions or the number of frames, otherwise I wouldn't know how to slice the png.

Matt Hogan :psyduck:mtthgn
2025-09-20

@slembcke mostly preference tbh! I bet you can do everything I'm doing with the CLI. What was going through my head though was:

1. I've been considering making a remote build for tagged commits to make it easier to share builds with friends, and thought this would make the dependencies easier (I don't have to build aseprite).
2. Shared palette management becomes easier, because I can just group aseprite files that point to the same palette file. (important for gbadev with indexed colors)

(1/2)

Matt Hogan :psyduck:mtthgn
2025-09-20

@nivrig awesome! I very nearly went down the Aseprite CLI route, but I couldn't think of a neat way of parsing the boundaries of hitbox layers (I'm sure it's possible somehow).

This approach also has the nice side effect of not needing aseprite installed everywhere I want to build the game, but I don't think that's a real constraint for the foreseeable future, ha.

I'll have to check out your Amiga games some time! I've never done any development for that platform.

Matt Hogan :psyduck:mtthgn
2025-09-20

@erytau This is so cool!

Matt Hogan :psyduck:mtthgn
2025-09-20

I think this will help a ton with my motivation and productivity. Up until this point, I've been rather reluctant to work on other sprites because of how much of a pain all the steps are when you're making little tweaks. Now, changing the art is no different than changing the source code: just save the file and rebuild the app.

Matt Hogan :psyduck:mtthgn
2025-09-20

It's ! I've spent the last few weeks working on parsing aseprite files.

For GBA sprites, there was a lot of exporting steps to go from an.aseprite to a .png file, and even after that I had to manually define things like the size of the sprite. Now, I can derive all of that from the aseprite file itself, saving me export time and less manual definitions :)

Matt Hogan :psyduck:mtthgn
2025-09-06

@n3rdlich this looks incredible! Amazing work!

Matt Hogan :psyduck:mtthgn
2025-08-31

@springogeek this looks really cool! Great work!

Matt Hogan :psyduck:mtthgn
2025-08-28

@latte I thought this said "snoopy szn" at first, and I was just nodding along like, "She's so right, it *is* almost Snoopy Season"

Matt Hogan :psyduck:mtthgn
2025-08-24

@Blackblooms This looks great! I love the burrowing that the sand korugues are doing.

Client Info

Server: https://mastodon.social
Version: 2025.07
Repository: https://github.com/cyevgeniy/lmst