#TheLongArc

2025-01-03

I'm getting ready to release the #playdate game I'm building in #nim (elephantstarballoon.itch.io/th), so I'm doing a bit of polish. I redid the effect for the healing spell, and updated the tower art to show damage instead of just relying on the health bar at the top. I'm a lot happier with both #indiedev #PixelArt #TheLongArc

2024-11-15

When memory pooling goes wrong, your knights don't walk, your griffins don't fly, and your demons look half exploded. Seems I need to spend some more time on this. #playdate #indiedev #TheLongArc

2024-10-26

This is a small update since I'm mostly doing bug fixes and non-visual tweaks right now. But I added a viewport shake to the lightning and explosions to give it a big of "oomph" #playdate #nim #indiedev #TheLongArc

2024-10-23

I've spent quite a bit of time debugging a device crash for the #playdate game I'm building in #nim but I think I finally got it ironed out. I still need to cleanup my changes and submit a PR to the playdate-nim repo, though.

In the meantime, I've also been working on sound effects, the sound track, game balancing, and new levels. Here is one of the levels I added today -- though it needs to be balanced. #indiedev #pixelart #TheLongArc

2024-09-23

The repulse spell for my #playdate game, but this time in slo-mo. Perlin goodness. #nim #indiedev #TheLongArc

2024-09-23

So far, the `a` and `b` buttons are unused in the #playdate game I'm building with #nim. But I'm adding two spells can be triggered with them. The first is a "repulse" spell that damages enemies more the closer they are to the tower. #indiedev #TheLongArc

2024-09-13

A lot of little features coming together over the last few days for the #playdate game I'm building in #nim: new levels, new landscape decorations, a new extended background image, and two new upgrade options (increased defense and increased kill rewards). #indiedev #TheLongArc

2024-06-26

Did a quick test of the #playdate game I'm building -- just threw all the enemies I've got in a rush #indiedev #TheLongArc

2024-06-22

Another new enemy for the #playdate game I'm building in #nim. The timing of this one took a bit of work, but I got the projectile interception math to a place where it's consistent. I need to do a bit more on the art of the projectile itself, but the overall theme of the enemy is in place. #indiedev #TheLongArc

2024-06-09

The wraith animation is fixed and the spell it casts is implemented for the #playdate game I'm building in #nim. I had to refactor the projectile system to support custom gravity per entity, which allows the magical orb to travel in a straight line. #indiedev #TheLongArc

2024-06-07

I finished the sprite for another new enemy in my #playdate game, but it's going crazy when I import it into the game. The frames are all properly configured in Aseprite, so I have to dig into why my wraith is on uppers. #nim #indiedev #TheLongArc

2024-06-01

I wired up a "heal" spell for the cleric in my #playdate game. Just a couple of particle emitters hooked up to a sine wave, but it gets the job done. #nim #TheLongArc #indiedev

2024-06-01

The enemy I added to my #playdate game isn't so ghostly anymore. I played with a few strategies for making it less washed out, but a black body just came through with the most visibility. I also added a casting and death animation to the sprite. The spell effect itself isn't implemented yet, but that's next #indiedev #nim #TheLongArc

2024-05-29

After a brief sojourn to solve a memory corruption bug, I've started adding a new enemy to the #playdate game I'm building in #nim. I took a chance with using white pixels for the character's body, but as you might guess, it gets completely washed out. Back to #aseprite I go. Attached is video of my failed first attempt... because why not. #indiedev #TheLongArc

2024-05-04

I've done some of the unsexy work that I've been putting off for the #playdate game I’m building in #nim. I added a loading bar to the startup screen and a "press A or B to start" message when it's done. You can also see the crank indicator in there, too. It's not much, but it's honest work. #indiedev #TheLongArc

2024-04-26

A quick update on the #playdate game I'm building in #nim now that I'm back from vacation: I added a new enemy: dire wolves. Low health and low damage, but fast. #indiedev #TheLongArc

2024-04-10

šŸŒ€

be the open heart
the earth longs for.
~
The Guruganesha Band

why not?
in humble and grand ways, with those close and far, we have the incredible opportunity, privilege, and responsibility to be the instruments of love and healing needed in this world.

~j
ā­•ļøā™„ļøšŸ™šŸ¼

#OpenHeart #WakeUp #Bodhisattvas #Service #FierceCompassion #Compassion #Kindness #Courage #Love #TheLongArc #OpenHeart #path #practice #TheGuruganeshaBand #JinpaLhaga #JMWart #PhotoArt

2024-04-10

Fixed up the trajectory formula tonight so the skeletons can actually hit their target in the #playdate game I'm building in #nim. Turns out it was a problem with the coordinate system. The formula I snagged assumed the coordinates originated in the lower left, but all my existing code anchors to the upper left. Up next: got to actually implement some impact detection. #indiedev #TheLongArc

2024-04-09

I started adding a new enemy my #playdate game in #nim. It's still very rough, but I figured I could share it anyway. Specifically, I've added a skeletal bowman. I need to iterate on the art -- I feel like the details of the skeleton and the bow are getting lost at this size. And I have to dive into the algorithm that is calculating the initial velocity of the arrow to figure out why it's falling short. But it's progress! #indiedev #TheLongArc

2024-04-07

šŸŒ€

you can do it.
breathe.
keep your heart open.
be honest.
pace yourself.

~j
ā­•ļøā™„ļøšŸ™šŸ¼

#resilience #breathe #TakeCare #TheLongArc #PlantingSeeds #OpenHeart #path #practice #JinpaLhaga #JMWart #BWphotography #photography

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