JoeHazelnut
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joehazelnut.bsky.social
JoeHazelnut
@joehazelnut.bsky.social
Game dev until the doctor comes!

I really like the Odin programming language and raylib.
I need to stop putting so much time into unnecessary features, like this one, where you can now resize the window and the game will try to find the next best 16:9 ratio to cleanly render inside that window size.

#indiedev #gamedev #raylib #odin
November 25, 2025 at 8:45 PM
made some progress on the ui-side of life...

that being said, implementing settings for a game is a ton of work!

#gamedev #raylib #odin
October 28, 2025 at 4:30 PM
Still struggling coming up with good levels!

Feels like I can only create a decent level if it serves a specific purpose or teaches the player something. Otherwise, all the levels just feel arbitrary and I can't really say if they are any good...

#gamedev #puzzlegame #sokoban
October 7, 2025 at 6:08 PM
Today I reworked the scene layer so that objects that are purely for decoration do not snap to the grid. I can also select one of 5 different backgrounds (just one color for now).

#sokoban #hobbydev #raylib #odin
August 17, 2025 at 5:25 PM
Today I added some buttons to tweak the camera in the editor so that one can focus the level into the center (or not if that is what I want to do) and to zoom in on smaller levels.

#gamedev #hobbydev #raylib #odin
August 15, 2025 at 4:37 PM
Sokoban games need an undo feature! So I implemented one that can restore the last 10 actions the player did.

#gamedev #hobbydev #raylib #odin
August 12, 2025 at 7:37 AM
Often, after building a level, I realize that it is off by one tile, which previously meant that I had to basically redo it because my sh... editor could not select and move tiles.

I am glad this is now a thing of the past!

#gamedev #indiedev #raylib #odin
August 5, 2025 at 3:42 PM
A level a day keeps the doctor away!
#gamedev #indiedev #raylib #odin
August 1, 2025 at 4:10 PM
Today was the day that I would build a bunch of levels for the Sokoban clone. After 3 hours I only had one relatively bad and half-finished blueprint. Made me realize how wrong I was in considering programming to be the hard part of gamedev and that design goes by itself. #gamedev #raylib #odin
July 29, 2025 at 7:39 PM
Had this idea for the sokoban clone that made it necessary to refactor a lot of gameplay code. It took a long time but was worth it. Not only is the new system much cleaner and more expandable, but it also saved me around 1000 lines of code. #gamedev #indiedev #odin #raylib
July 17, 2025 at 11:20 AM
Working on a sokoban-clone and took some time building a small level-editor. I kept it simple:
- place tiles on 2 different layers
- save/ load to/from .json
- swap between playable level and editor

Despite the minimalism, it already makes the process of building levels mush faster and enjoyable.
March 28, 2025 at 10:49 AM
I don't know much about music, but these 4 bad boys in LMMS are really fun to play around with. I'll just keep turning some wheels with strange names until a somewhat passable chiptune comes out... fingers crossed...
February 17, 2025 at 7:47 PM
still working on game 2, learning a lot about odin lang... also worked on the pixel art a little....
February 3, 2025 at 6:00 PM
sorry for the bad art, but the animation system works!
January 30, 2025 at 8:44 AM
Parallax Background and Title Screen done. Now gonna start implementing some gameplay.
January 29, 2025 at 9:26 AM
Decided that "game.after.game" challenge 2 in Odin and Raylib is going to be a Ninja-themed endless runner. Nothing too special, just jumping, dodging, collecting coins and throwing some good old shuriken. Also, gonna use pixel art, because I am not capable of anything else.
January 27, 2025 at 8:34 PM