doomski.bsky.social
Making "Project Timbre" a 3D Platformer
Making and studying video games in my spare time.
Mastodon: https://mastodon.gamedev.place/@doomski
Avatar: Portrait of a smiling teal cartoon frog
BG: A sea w/ hexagon islands, coconut trees, and a sea dragon
1,791 posts
6,634 followers
1,387 following
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Thank you so much for the kind words!
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My concern is this game is very small, only three levels (and is really the foundation for the next game in the Timbre series). The next game I do plan to make at least 6 levels for, so that one I was planning around the $5 range.
That said, it's really nice to hear this level of encouragement ππΈπ
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Big fan of the modular design of nodes. The documentation is also *chef's kiss*
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Been eying this since it was teased. The work you all are doing over at Giant Squid is *chef's kiss* superbπ
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Having just gone through this as well with my partner, we feel this to our core.
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Thank you for all the interest and support you have shown on this platform for myself and Project Timbre. It truly means so much and motivates me to put out something I really hope will bring a smile to people's faces πΈππΈ
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Yesss! I was lucky enough to get an original new hope vhs that someone put out for free in my old apartment's lobby. Easily one of my most treasured possessions.
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The input map global object and UI nodes are pretty intuitive but there is a great helper library I used to streamline a lot of the lift when it comes to accessing / setting different actions on the input map and device settings.
github.com/nathanhoad/g...
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I really appreciate hearing that about the UI and the art. I try to design everything in a style that both makes me smile and is scalable for me to work on myself, since this is all done in my spare time.
Font is also from a Kenney Asset pack too πΈπ
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Thank you so much! Trying to keep it as straight forward as possible. I modified a fair amount but used github.com/nathanhoad/g... as a base for the input mapping logic
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