colin_greens
colingreens.dev
colin_greens
@colingreens.dev
🏕️ Outdoors |🐈Cats | 👨‍💻 Engineer | 🎮 Game developer | 🌱 Backyard Agronomist | 🚴‍♂️ Cycling
Think this makes v1 of the player's move set.

Looking forward to juicing and adding movement to some actions.

#gamedev #indiegame #showmesunday
November 30, 2025 at 5:50 PM
Working through a 'Vision Component' with line of sight, field of view and a 'proximity' detection.

Started with 1 ray cast, switched to triple whiskers, finally drew shapes for the detection ranges. Kinda fun.

#screenshotsaturday #gamedev #indiedev
November 29, 2025 at 6:14 PM
First time working with an animator. Making flow charts has really cleared up some of the communication. I would've saved a bit of money and time doing this from the start.

At minimum, it's a good mental exercise to really reflect on what you're doing.

#GameDev #IndieDev
November 27, 2025 at 8:12 PM
I uploaded clips to storage and saw 5 years ago (legit almost to the day) I had clips from my phone (!) of my first character design with super floaty jumps in Unity.

So I cut in recent stuff to compare. I still haven't shipped anything 😆. Time is a ⚫

#screenshotsaturday #GameDev #SoloDev
November 22, 2025 at 9:21 PM
Going from vanilla animations to incremental bits of juice adds SO MUCH FEEL. Even this early in development.

Even the very basic effects give me the juice to keep going.

(I work on actual enemy behavior soon)

#GameDev #IndieGame #Defold #SoloDev
November 20, 2025 at 6:49 PM
Started messing around with a combo attack 🤫 Thought this was neat.

Slowed it down to show the 'combo' hit window. A keen eye can even see some sneaky input buffering even.

Again, made easy with a flexible state machine.

#gamedev #Defold #indiedev
November 19, 2025 at 4:08 AM
I enjoy code first state machines. The Godot and Unity UI ones end up being too fiddly.

#Defold does not have a baked in FSM.

So I wrote one to handle transitions off anim/physics callbacks.

I've split animations to allow functionality like activating a collider mid swing.

#gamedev #indiedev
November 16, 2025 at 11:16 PM
The iteration of this character has been a trip.
November 15, 2025 at 11:37 PM
More concept work for #screenshotsaturday

As for #Defold I'm working on marrying a player controller with a physics + animation state machine. Looking forward to sharing that next week.

#gamedev #indiedev
November 15, 2025 at 11:16 PM
Unplugging in 3 minutes so #screenshotsaturday is here

#gamedev #indiedev #solodev
November 7, 2025 at 10:31 PM
Continued the search for a playable character. My "Speak softly and carry a big stick" concept.

#IndieDev #GameDev
November 6, 2025 at 10:37 PM
2 weeks sick and another week to catch up in real life has slowed me way down.

Got back my first concept piece.

#ScreenshotSaturday #gamedev #indiedev
November 2, 2025 at 1:34 AM
My first attempt at creating a character controller in #Defold

We have room to improve. #GameDev #screenshotsaturday
October 12, 2025 at 5:06 AM
Cycling through the anims from oboropixel.itch.io
October 9, 2025 at 10:09 PM
Added to my 'SpriteSheetCombiner' tool by also generating the .tilesource file with animations

#GameDev #Defold
October 9, 2025 at 8:43 PM
👾
October 7, 2025 at 7:54 PM
Moar funner #screenshotsaturday

Started my port to #Defold. Bundled under 3 mb and hosted on GH Pages. Really impressed. Easy.

#GameDev
October 6, 2025 at 2:02 AM
Ever purchased art assets but they were different sizes and difficult to work with?

Little different #ScreenshotSaturday but I wrote a tool that takes a list of image files and builds them into one atlas image file with a consistent tile size.

Ready to animate in game!

#GameDev #Defold
October 5, 2025 at 10:21 PM
Stacking effects are a common but sneaky game mechanic. Not wanting to write a 3,000-line switch statement, I went to the whiteboard.

​With a factory and strategy pattern, you can design any kind of ability effect you want. To extend it, all you have to do is add an enum and a new file.
September 30, 2025 at 1:14 AM
Sunday special putting the new bits together. Improved UI will be the goal this week.
September 29, 2025 at 1:41 AM
This week's update is visually difficult.

I've ripped out the core and replaced it with something more traditional and ideally fun.

Its a system where you use abilities based on colors. Like link cooking I want the player to discover abilities.

#ScreenshotSaturday #GameDev
September 28, 2025 at 1:54 AM
Prototype updates from last week.

Core game loop is pretty much here. Need to add the health UI orbs.

Then it's ready for people to play.

It was built to be resource based from the start so generating new enemies is a matter of adding files.

#GameDev #GoDot
September 21, 2025 at 9:21 PM
Since I have it. Last clip for the original idea.
September 16, 2025 at 3:40 PM
Expanded the mock and found a more "gameable" idea.

Instead of raw RGB values, we've got color orbs.

Basic strategy ok n how you set your attack and block slots.
September 16, 2025 at 3:39 PM
Mocked out a new UI to make the mechanic more obvious.

Don't think this will become a game but I'll do a bit more.

Gonna borrow some from the Defect in STS.
September 15, 2025 at 9:13 PM