Lantz B Ellis
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elantzb.bsky.social
Lantz B Ellis
@elantzb.bsky.social
He/Him | Aspiring gamedev | Never shook that imposter syndrome | I have boomer opinions about the way technology is going
So it turns out there wasn't a bug in my text renderer, I'm jsut bad at counting parameters. So now I can work on other features. Here's a text box that covers only the left half of the screen.
October 5, 2025 at 2:10 AM
Finally touching my project again and the text renderer needed some refactoring. Now that's done and I'm finding out that my font_size parameter doesn't do anything... lol.

Here's to more updates in the near future. #gamedev #indiedev #SFML
September 29, 2025 at 3:02 AM
August 19, 2025 at 3:38 PM
I was AFK for a week, should have something to post about soon.

In the meantime I highly recommend playing Dread Delusion.
#DreadDelusion #indiegames
July 14, 2025 at 8:11 PM
The way C++ enum values automagically assume cardinal integer values means you can tack a "total" value at the end to get the number of defined values. Here MAPLAYER_TOTAL is equal to 3. This will update if you insert more values before the "total" value.
#C++ #gamedev #indiedev
July 2, 2025 at 4:36 AM
Working on drawing in multiple layers. You can't see it, but the torches, window, and Inn sign are now on a "prop" layer.
This will save me having to draw many tile permutations. Will have to add this function to my map editor.
#indiedev #gamedev #pixelart
June 24, 2025 at 4:43 AM
June 24, 2025 at 3:17 AM
Needs some polish but I wanted some sconces.
#pixelart #indiedev #gamedev
June 21, 2025 at 4:58 AM
My map editor now has a collision layer!

#indedev #gamedev #pixelart
June 21, 2025 at 12:24 AM
Implemented custom collision bounds for characters, e.g. making only the feet collide. Really sells the forced perspective when you can partially overlap tiles "behind" the player! Makes you less likely to get stuck in narrow, horizontal gaps too.
#indiedev #gamedev #SFML #C++
June 19, 2025 at 5:09 PM
1 blocks left, 2 blocks up, 4 blocks right, 8 blocks down. Adding these together lets you combine (15 blocks all directions).

So what keeps you from walking off the cliff is actually collision from the tiles "below" the cliff edge.
June 19, 2025 at 4:49 PM
Thank you! I literally had this happen to me:
June 19, 2025 at 1:40 AM
working on a cave and realizing that 8x8px tiles are quite a constraint!

#pixelart #gamedev #indiedev
June 18, 2025 at 5:39 PM
For my other project with @nicboone.bsky.social

Getting NPC verbal interactions to change when global story flags change.

#gamedev #indiedev
June 14, 2025 at 7:26 PM
zero-width directional collision.
defined with a 4-bit mask.
I am exhausted.
June 14, 2025 at 1:58 AM
I yearned for the 2D collision mines
#gamedev #indedev
June 14, 2025 at 1:53 AM
June 8, 2025 at 6:28 PM
June 7, 2025 at 4:42 AM
I had to commit a lot of sins to get my water to animate.

Time to go back and fix them.
#gamedev #pixelart #indiedev
May 31, 2025 at 8:03 PM
honestly
May 30, 2025 at 4:59 AM
Working on logging.
#indiedev #gamedev #debugging
May 25, 2025 at 5:51 AM
I find that often times I reach the end of my "vision" for whatever I'm developing and am unsure of what to work on next. Is this common? Do I just need a design doc or something?
#gamedev #indiedev
May 24, 2025 at 3:02 AM
Got word wrapping working with my text renderer!
#gamedev #pixelart #indiedev #SFML #font
May 22, 2025 at 5:33 AM
Managed to keep the glyph size under 8x8px, just needed to focus and draw some grids
May 20, 2025 at 4:26 AM
May 20, 2025 at 4:23 AM