lilycutesmith.bsky.social
33, she/they trans game dev and occasional vtuber. Help each other and together we will destroy capitalism and build a better world
https://ko-fi.com/lilycutesmith
https://terrorbuns.itch.io/
avatar & banner by https://bsky.app/profile/piumike.bsky.social
3,070 posts
701 followers
104 following
Regular Contributor
Active Commenter
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i don't actually think this is necessarily a problem per-say but it sort of turns anything not those encounters into Busywork? idk i'll chew on the thoughts some more while i go carry some wood around
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mmorpgs kind of run into the problem where they end up being very shallow on the player's kit side of things at end-game because of optimization and the way "rotations" work, thus offsetting all of the difficulty on maintaining that rotation while doing a fuckton of Sick Dodging And Positioning
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mashing it and spiral knights in my head like im making two barbies make out
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*crushing a can of root beer flavored sparkling water against my head* i just need the validation of my efforts my parents failed to give me from my online strangers and peers and what better way then to be unhinged about game dev
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This IS the fastest and most amount of and varied enemy graphics I have ever made though so at least I'm improving in that regard!!!!!!! Coming up with visual ideas is still hard but if I have a "role" concept I can at least slap shapes down until it manifests!!!!!
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I made Buntroid in 3 months, it stands to reason that I would be able to make Algaemarimoid©️®️™️ in about the same amount of time*
*note: the Algae sprites n tilesets were mostly recycled from other projects from the past 3-4 years.
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Once all of these are done and I have the bosses coded, its just a matter of making the rooms (tiling, collisions, & upgrades) and assets for a title screen n credits. Its not a LOT a lot but like, I gotta do the work
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I also still need to finish coding upgrades lol
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Kris WILL stab them
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I should try this; I like listening to music while I game dev but I also only pick shit that fits the Vibe of what Im working on lol.
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check it out, x. i look horrible. worst fucking robot body design you've ever seen. like if somebody asked for 'megabloks super sentai robots meets 90s rob liefeld overdesign and it should make my head as tiny as possible'. and it makes me stronger than god
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Bespiked Wall Man
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would like to close it out at about 9 total but we'll seeeeee
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gen 2 pokemon specifically, for me, harkens to the more mountainous areas of the region I lived in with the more common pine tree shaped tiles everywhere in that game. It's cool. It's cool how these old games invoke interpretation based on the viewer's memories.
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the (percieved; i know about colors on the NES) palettes of zelda 1's overworld specifically really take me to the semi-arid environment I grew up in. The lack of giant trees outside of viridian forest and use of single-tile "trees" in pokemon also give the same vibe to me.
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joints have been on my mind a bit; so a quick joint drawing
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The way the colors are for stuff like Metroid n Zelda 1 (and gen 1 pokemon too) really itch a part of my brain that the only thing I can really compare it to is "playing outside as a kid" that's not necessarily unique for me but is in the sense of where I grew up?
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this shit RULES
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I didnt do this for buntroid but I would Like to do it for Algae Marimoid (robotic enemies dont count tho theyll show up anywhere)
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I basically did all of that because I wanted to actually make the "you die" system work, which requires saving to work because it needs to be able to reload the save file which means I needed to code the ship save which lead me to making the intro cutscene etc etc etc
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sooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo many mmorpgs are at their core just time-gated grinds with microtransactions/slots machine attached, and it sucks!