Profile avatar
pyral.dinoleaf.com
Showrunner for @dinoleaf.com https://dinoleaf.com I hate videogames. Follow me for videogame development.
50 posts 36 followers 12 following
Prolific Poster
Conversation Starter

For #ScreenshotSaturday Much like item usage, Crop and Claw 2's skills and spells also have context-sensitive usage on the field for more adventure-RPG elements.

Kobold digging for bones

A small test running on the Amberic RG40XX-H to see how quick I could throw a Star Fox-esque movement system. Might serve as a side project when taking breaks from CnC2. Simple scene but runs well as a quick proof of concept.

FINALLY! This guy was sneaky!

Behemoss from Crop and Claw.

Another #GodotEngine tech demo on the RG35XX-SP. Mostly seeing how two (unoptimized) characters on screen at once goes. 25~28FPS in an unoptimized scene. Low fire framerate is just me being lazy about setting the sprites up and not from performance. 1.5GHz Allwinner H700 ARM CPU.

A little early for #ScreenshotSaturday for Crop and Claw 2 but I'll forget otherwise. A lot of this week was putting the Field module together. The core's getting there. Menu module already can be invoked from the field, and it's easy to add a command to trigger combat. #dragons #GodotEngine

Field Module basics getting there. Interaction is technically possible. Movement and interacting has a bunch of logic to make the diagonal-specific directions a little more workable.

CnC2 doesn't use sprite nodes for field entities. I want to say CnC1 didn't either but I'm too lazy to check. Custom draw code is used because custom drawing and runtime-agnostic code allows for WYSIWYG NPC sprite previews in the editor. How it appears in the editor is the same as at runtime.

Target selection, two-hit attacks dynamically pulling from weapons, and most importantly, a debug logger for functions and their args passed into the combat event processor (unwound from a list of functions when a skill is called.) Even does recursive skill gen and building for dynamic behavior.

Excited to announce January 29th as the release date for Ronny's Climb, a platformer reminiscent of 90s console games featuring adorable animals. Please repost to help me get the word out! <3 store.steampowered.com/app/2827570/... #TrailerTuesday #IndieGame

I forgot it was #ScreenshotSaturday. All day went to equipping items. Includes species having different equipment configurations. Dragons.

I suppose for #TurnBasedThursday I can post the only thing anyone actually _really_ cares about with turn-based games. The menus. Now with animated sprites and spinning when under status ailments.

The RG35XX can produce mind-boggling effects. #Godot #GodotEngine

And some of the RG35XX-SP Crop and Claw in fluid motion. Had to jump through hoops to get it working and got some help. Works with the ARM64 PCK on Itch but requires the #Godot 4.2.2 SDL build by Efornaralabs. Can't distribute it myself or I'd share with PortMaster. Wish I had this 20 years ago.

Crop and Claw running at surprisingly playable speeds on the RG35XX-SP. This is hilarious.

Whenever I see SM64 decomp mods and ports, I think back to 2007 when VL-Tone explained how a playable Peach would be insane to get working at all.

Crop and Claw v1.2 just suddenly came out of nowhere. A few visual and play tweaks. Most notably, it as a randomizer now! #rpg #godot #godotengine #furry #indiegames #dragon #Steam store.steampowered.com/app/2760970?... #itchio dinoleaf.itch.io/crop-and-cla...

This is funny because while not for the CnC IP, we have an unreleased 52-card deck with a custom game developed for it. The only problem is we haven't nailed the Enclosed Instruction Book, so we haven't finalized prints for production or set it up with a POD service yet.

If you live near a timezone border, you can experience New Years 2025 in one zone, then run across the border back into 2024. Have New Years again there, and you'll be wrong warped to 2026. Useful for speedruns.

In #writing, there's a pursuit for concise, meaningful word choices to tell a story. Then there's marketing and the meta, where everyone has different definitions for a "short story", "novella", and "novel".

lol

You will be visited by three spirits

I took a short whatever to see if I could get CnC1 to run okay on the RPi. It runs okay (but slowish) on the Pi 400 and fine on 5. Blackbars or raw are unplayably slow. GLES since Vulkan defaults refused to boot. Only on itch since Steam lacks ARM64 support. Buy: dinoleaf.itch.io/crop-and-claw

I've realized something. In the 2010s, the PS4 had nothing for me (and no games), the XBone wad a joke, and the WiiU was undertapped with bad marketing. I had an Ouya when miniPCs and RPis were less common, with emulators and janky games. And it was couch fun. Ouya won the console wars that gen...

www.youtube.com/watch?v=sSur... There are some useful plugins for importing stuff in #Godot. Crop and Claw 2 is supporting Tiled maps and MIDI music. But people couple loading custom assets with FileAccess. And that's terrible. Here's why you shouldn't do that and how you can do it better.

Nothing makes an indev game feel real than a placeholder title screen with version and revision numbers visible. For fun and sanity, the database editor, upon generating the game's custom package, will stamp a revision as a text file which is the first line. The second is the runtime's version.

I've written the crux mechanism for a custom scripting system to decouple event logic from Godot so non-Godot implementations can run it too. Top secret trade secrets. Looking at this will be persecuted at the fullest extent of The Law. #dragons #jrpg #gamedev

Getting ahead of the need for charsets in the custom editor to have an asset selection window. Technically could've used the image selection window, but this inherits that and adds an animation preview using the same animation logic that would run in game (mostly). #GameDev #dragon

I wish custom #GodotEngine import writers would expose feeding byte arrays instead of a string filename. Or at least let us pass a function as a load argument that overrides the source of bytes. File accessing is only one source of data. CnC2 loads Tiled and MIDI/SF2 files from custom zip databases.

I've been building a custom database protocol and editor for CnC2 and funnily enough, I've been doing it on a 32GB SD Raspberry Pi 5. It has held up well multitasking. Worst is just when a big program has no up-to-date ARM64 build and have to compile it myself with awful bloat.