Icefish Software
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icefish-software.bsky.social
Icefish Software
@icefish-software.bsky.social
Indie video game developer.

Creator of Arid Arnold.

https://icefish-software.itch.io/
A little gameboy game I made for the #gmtk gamejam. You have to swing around tree trunks and build up a score.

Try it here: icefish-software.itch.io/monkeying-ar...

Can you get to 10 points?
August 3, 2025 at 4:50 PM
More progress on cave generation and caracter movement. The animations are still very rough but gameplay is the focus right now.

I've got the basic state machine working and the weights are feeling dialed in.

#gamedev #monogame
February 17, 2025 at 9:49 PM
#gamedev pro tip:

Instead of hard-coding numbers in your program, you should have those values tuneable via a debug UI. This massively speeds up design iteration and will get your character feeling dialed in.

Here I am using ImGui.NET with some reflection to create sliders from fields in a struct.
February 9, 2025 at 4:34 PM
Working on getting my state machine working for the playable character. Just this simple movement involves 6 states:

1) Standing
2) RunBegin
3) Running
4) RunEnd
5) JumpSquat
6) InAir

A game like Smash Bros melee has over 100 states for their character controller. (rukaidata.com/PM3.6/Captai...)
January 31, 2025 at 11:48 PM
Working on character animations. This is the first draft of the main character's run cycle. I am just blocking out the form before I then add details

#art #aseprite
January 30, 2025 at 6:26 PM
My first #bevy project is complete. Do you think you are good at typing? Well test out your skills in this whack-a-mole style game!

Play in browser: icefish-software.itch.io/whack-a-key

#indiedev #rust
January 27, 2025 at 10:15 PM
My first experiment in #bevy : WHACK-a-KEY

Press the keys on your keyboard to whack the moles. (WIP)

I'm starting to get to grips with ECS as an OOP addict in recovery. It's interesting how modular things are.

#rustlang #gamedev
January 25, 2025 at 11:14 PM
Update to cave generation:
Last time it would generate a tree structure. Once a branch was created it would never re-join the rest of the cave.

I've now improved it by adding a system so the branches connect and create loops. It's a more natural cave that's better to explore.

#indiedev #monogame
January 24, 2025 at 12:54 PM
The power of camera culling in action:

On the bottom I am zooming in and out of my game. On the top we have a live profiler measuring how long it takes to render the game(yellow bar).

As I zoom out it will grow from <1ms all the way to 10ms.
January 18, 2025 at 11:49 PM
Working on my own rogue-like RPG(What's the proper name for that genre? RoguePG?) with a custom c# engine.

This is the first draft of the cave generations system. It works be joining blocks together by matching the entrances/exits.

#monogame #indiedev #gamedev
January 18, 2025 at 7:32 PM
Today I worked on a camera which can follow the player.

This was inspired by Masahiro Sakurai's video on camera controllers. The basic principle is that the camera shouldn't stay locked on the player's position exactly, but rather it should detach a little bit when jumping.

#gamedev #monogame
January 3, 2025 at 6:45 PM
Today's engine progress update:

A familiar face from my previous game has found himself in my new engine. I managed to get an animation controller working for him.

The workflow is with #aseprite which exports a sprite sheet + data. That data is then used to create the animations in-engine.
December 31, 2024 at 9:53 PM
More progress on my custom engine written in C#

Finally got moving platforms working with a basic character controller. I've got one-way platforms as well as rectangles working.

Based off this blog post by Maddy Thorson: maddythorson.medium.com/celeste-and-...

#monogame #gamedev
December 29, 2024 at 3:15 PM
This might not seem like much but it took me so long to get right. Pixel perfect 2D collisions with moving objects!

I'm the green square and the purple square is a moving part of the level.

This is for a new engine I'm making based off of #monogame
November 17, 2024 at 8:59 PM