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krajzeg.bsky.social
Creator of Slipways: 🚀 https://s.team/a/1264280/ 🚀 Just released Solitomb, a dungeon-crawly solitaire-pokery roguelike! ⚔️ https://krajzeg.itch.io/solitomb ⚔️ Posting about all of it. Possibly overthinking the whole thing.
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The depth map is green since other channels are reserved for more effects, like the flowy/wiggly thing done for the wisp 👻
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There is a depth map done manually - but it's quick work compared to 3D modeling, and you can use existing 2D art, unlike with a model. It looks pretty good with solid objects/characters as well, as long as you keep to small angles (can't show examples since I tested with copyrighed art).
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(it's a reimagining of this little guy)
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Nothing special, for graphics it's SDL to setup, then OpenGL. I do OpenGL via ANGLE, so I can actually render with DirectX/Metal/Vulkan as needed on different platforms (though I'm not sure I'd recommend the library, it's pretty heavy and hard to compile compared to other cross-platform GPU libs).
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Putting a little bit more stress on the thing. Should be enough particles for my dinky little indie games! 😅
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And the screenshots 🤫
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Thanks! 🤗
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You can long press wherever you would right click, so you can check cards/items that way. Lots of changes were made to how hover works so that tooltips don't just appear out of nowhere. The main menu is overhauled when playing on touch to make it easier to handle. That's most of it, I think.
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Yay, congrats! This one was a long time coming 🥳
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It is unfortunately pretty cursed! 😅 I think Solitomb's gameplay is a good fit for mobile, but it's not easy to make it happen in a way that makes financial sense. Definitely a possibility down the road, but I'm prioritizing Steam. For now, the 1.1 version should play pretty well on mobile!
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I consider this the "director's cut" for the #pico8 version. If you'd like to read more about the update and future plans for Solitomb: krajzeg.itch.io/solitomb/dev...
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They're a combination of a palette-swapped sprite drawn twice for the main body and a few strategically drawn line()s for the top surface to give it depth 🧊
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Yeah, what matters most is what you're personally comfortable with and what makes you feel creative and productive 🍬
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Now with 200% more evil 😅
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Basically: - Size limits make it easier to scope down and focus - Low specs make it fast to do these important things - Cozy dev space allows quick iteration - Playing to my own strengths (coding, low-res pixelart) lets me go brrr It does break down a bit towards the end as you run out of space 🤷‍♂️
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Well done!
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Hero cards are brighter (attaching a very work-in-progress version). The idea is to be able to tell apart hero cards from monsters at a glance, as well as face-down/face-up. I'll likely be tweaking colors once I can get a feel for them in-engine (it's hard to judge with just static pictures).
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Haha, looks like itch was faster than I was! Looks like they're back up for most people 🎉 We'll still have solitomb.com as a fallback for the future, I guess 😇
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Bigger upscale 😇 s.team/a/3377230
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Not just yet! This was very hard to fit within #pico8 constraints and there wasn't room for a second control scheme, but I'm hoping to make a controller version down the road. I'll definitely post here and everywhere once that's available! 😇
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Enjoy! Actually working on some improvements for mobile now, just to make it a little bit smoother to play that way (there are some places where the touch interface isn't the best possible) 😅
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Happy to have a chat anytime, if you want. Drop me a DM and we can set up a Discord call to talk shop about engine design, Terraformers, Slipways and things 😇
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Bits and pieces, but it's mostly intended for my internal use. Focus is iteration speed, comfortable scripting/perf code divide, a strict game-state/view divide (for ease of stuff like persistence, undos, etc.). Languages are C++/Lua (since I don't vibe with any C++ successor all that much).
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Definitely not Unity 😇 Right now, chances are I'm going to use GLHF (my own custom engine). Still evaluating options and if it looks like I'm biting more than I can chew, I'll probably revert to Godot.
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My read is one was simply a speedrunner 😅
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Awesome! I hear Jesse has unblocked the game as well 😇
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Oooh, basketball tactics? Sign me up 😇
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Let's gooo! 🤠
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🫡
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This will obviously take a while! I practice open development, so if you follow me here, you'll be the first to get all the news about the game 😇