#devlog

I had a really clever solution to a problem that would overlap arrays and do bitwise logic to find and compare data...

Then I realized my project is so small and modern memory is so huge that I could basically create an easier O(n)! solution to the problem that is utterly impossible to scale. All of the memory would be misaligned too.

I feel like I need to take a shower and wash myself of these impure thoughts.

#devlog #gamedev #indiedev #solodev

#CorgiJam Day 3

Ideas and Formula: There are a number of ways to introduce a player to danger. I'll be experimenting with different ways to suggest that not everything is safe.

Things noticed: Circular motion is a bit robotic and focuses a lot on the mouse but if the particles had physics, it could get complicated.

Things to do: I need to create a system for mouse collision. Perhaps I'll write the motion to a 1bit bitmap.

itch.io: smohc-stahc.itch.io/kvm

#devlog
#gamedev
#indiedev
#solodev

interesting C++ problem: you're defining a toplevel streaming operator for a type from a namespace, but it can't be found, because the template doing the streaming has been defined before your operator.

the not so obvious fix for that is to put the streaming operator into the same namespace as the type, triggering en.cppreference.com/w/cpp/lang

#devlog

ohayo masterohayomaster
2025-12-17

🎮 Indie Game Dev

Hi everyone! I'm an indie game developer currently working on a
simulation + character-raising style anime game.

I handle almost everything myself—art, systems, UI, and story.
I've also been keeping a regular devlog to share updates.

Feel free to reach out and chat 👋
I'd love to hear your feedback and ideas on gameplay or direction.

Owl New Worlds 🔢 Making NOKOMAowlnewworlds@mastodon.gamedev.place
2025-12-17

A few months ago, I completely reset my Patreon to make it more like a devlog where I post every week about NOKOMA, the progress and the hurdles, how I feel, etc.

This week, time for the 2025 recap 🕔
patreon.com/posts/owl-new-wrap

#indiedev #gamedev #solodev #godot #devlog

---
Wishlist NOKOMA on Steam!
bit.ly/nkmsteam

#CorgiJam Day 2

Ideas and Formula: I've got some ideas about how to manage introducing the player to the mouse. The player cannot let go of the mouse and the cursor cannot be touched by anything.

Things noticed:I thought I could easily do collision but the mouse teleports between frames. So I'll draw lines from around the current position to the previous one.

Things to do: The square could be better. I'll make it a circle. Easier and cooler.

#devlog
#gamedev
#indiedev
#solodev

Loytz Platformloytz
2025-12-16

Our creators now can add audio as a posts. Next is video posting. Sometimes I'll add comments feature too. Yep.. sometimes 🤔
First audio post on Loytz: loytz.com/u/marscentralradio/p

Owl New Worlds 🔢 Making NOKOMAowlnewworlds@mastodon.gamedev.place
2025-12-16

As a new week starts, I'm still working on NOKOMA 1.12 which is mainly targeted to iOS players. It's a long road with many hurdles but I'm confident it will be soon functional! 😙

#indiegame #indiedev #solodev #godot #devlog #puzzlegame

now adding set insertions with unbound variables.

the main use will be autoindexing new additions, but also setting subfields of single-value relators.

for autoindexing i presently use a clunky special form which doesn't even work right so i can't wait to throw that out.

#devlog #LRDL

2025-12-16

I took a first stab at isometric maps on a 386. The new direction definitely makes things more challenging... and I'm not sure yet if I can pull it off.

youtube.com/watch?v=2JZ35t_8q1A

#gamedev #retrogamedev #retrocomputing #retrogaming #msdos #indiedev #devlog #pascal #turbopascal

2025-12-16

#itchio #devlog

in which I use #tar like it says on the cereal box to distribute a knowledgebase (the knowledge is how the #softwareIndividuals can put a message in emacs' minibuffer).

lispy-gopher-show.itch.io/leon

It is a little far from gamedev as such, but you can imagine that if you are playing dwarf fortress, getting the message that your master engraver has been struck by a fey mood put on your screen when it happens is an important feature for your fortress to keep you in the loop.

emacs slime repl partial screenshot of my leonardo system software individual using a downloaded knowledge archive.

ses.006) loadk announcer
Load-ef: announcer at ../../../demus/Time-announcement/announcer.leo

ses.007) (get announcer contents)
  => <announcer announce>

ses.008) tmsg
t

ses.009) tmsg
t

and the minibuffer shows
quarter to 21 o'clock, Dec 16, 2025.

#CorgiJam Day 1

Ideas and Formula: My original idea was to do something that involved a keyboard, mouse and controller. Like resource management, picking up and moving from keyboard to controller to mouse.

Things noticed: A mouse only needs one hand to be completely functional and a keyboard is... sort of the same way.

Things to do: I've got an engine that can writing text but reading text is something that I need to make happen.

#devlog #gamedev #indiedev #solodev

Patrick WinterPatrick_Winter@mas.to
2025-12-15

Update from my game-asset project. Finished the ground-, house-, water- and plant-tiles as well as some props. What are your opinions ? :)

#pixelart #gamedev #indiedev #assets #devlog

Top-down pixel art village map featuring a cozy, medieval-inspired settlement surrounded by lush greenery. The scene includes several houses with green, mossy roofs, some props like a table, water barrels and an axe. There are severel trees on the edges as well as a small, blueish river at the top-right corner
Quickzquickzdev
2025-12-15

Added an option to file a bug report for iScribby. Feel free to drop in any issues you find.
iscribby.com/support

added support for C++ value types and custom polymorphic operators as relators.

here the feature is used to support the vec3 type from the GL math library

#devlog #LRDL

extern type vec3 "::glm::vec3"
extern relator vec3 "::lr3dl::DemuxVec3" stateless
    match f32 f32 f32 vec3

set v3in vec3
set v3out f32 f32 f32
then v3in (vec3 1.0 2.0 3.0) # construct
then v3in (vec3 4.0 5.0 6.0) # construct
then v3in (vec3 7.0 8.0 9.0) # construct
case
    v3in v
    v = vec3 x y z # use same relator to destructure
    then v3out x y z

dump v3out
# outputs:
    *** v3out
     1 2 3
     4 5 6
     7 8 9
Filip RachůnekFencer@mastodonczech.cz
2025-12-15

Hi everyone! This time we’ll once again take a short break from creating shaders. Instead, I’ll describe how we can test a game developed in the Godot Engine on the Steam Deck and what needs to be ensured or verified before we release our game for this console as well. #Godot #Godot4 #GodotEngine #GodotTips #steam #devlog #indiedev
youtube.com/watch?v=VnOLXYCPcT8

Client Info

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