Open for job offerings.
Where to find me: https://linktr.ee/lmg3864
Attrition: lmg3864.itch.io/attrition
Aerostrike: store.steampowered.com/app/2303500/MF01_Aerostrike/
Potatostrike: https://lmg3864.itch.io/potatostrike
1) Setting up a weapon statistics table for balancing and design purposes.
2) Modified the UI healthbar system. It now adds extensions to the right end of the bar for every extra 100 points. It also obscures unused space.
#metroidvania #bullethell #indiegamedev
1) Setting up a weapon statistics table for balancing and design purposes.
2) Modified the UI healthbar system. It now adds extensions to the right end of the bar for every extra 100 points. It also obscures unused space.
#metroidvania #bullethell #indiegamedev
1) NPCs can now create their own randomized patrolling route. One use of this behavior is to make NPCs search an area when there are no valid targets.
2) Finished setting up the automatic door locking and unlocking system.
#metroidvania #bullethell #indiegamedev
1) NPCs can now create their own randomized patrolling route. One use of this behavior is to make NPCs search an area when there are no valid targets.
2) Finished setting up the automatic door locking and unlocking system.
#metroidvania #bullethell #indiegamedev
MF-01 Aerostrike is participating in #MetroidvaniaFusion!
It's an event on Steam, running until Nov 11th, featuring tons of #metroidvania games and more!
If you're a fan of the genre, come check it out:
store.steampowered.com/curator/4506...
MF-01 Aerostrike is participating in #MetroidvaniaFusion!
It's an event on Steam, running until Nov 11th, featuring tons of #metroidvania games and more!
If you're a fan of the genre, come check it out:
store.steampowered.com/curator/4506...
1) Doors now have the capacity to be locked, unlocked, and completely shut off!
2) Adding some of the missing AI behaviors. The first one is patrolling, where NPCs fly between two points, and attack any enemies they spot.
#metroidvania #bullethell #indiegamedev
1) Doors now have the capacity to be locked, unlocked, and completely shut off!
2) Adding some of the missing AI behaviors. The first one is patrolling, where NPCs fly between two points, and attack any enemies they spot.
#metroidvania #bullethell #indiegamedev
1) Finished setting up the base system for doors. It's now possible to move between rooms!
2) Next up is setting up door behaviors. Locking during ambushes, shutting down, and various other systems that keep them closed.
#metroidvania #bullethell #indiegamedev
1) Finished setting up the base system for doors. It's now possible to move between rooms!
2) Next up is setting up door behaviors. Locking during ambushes, shutting down, and various other systems that keep them closed.
#metroidvania #bullethell #indiegamedev
1) Been busy doing an online course on AI. It's fun, but it's also really tricky to make it play tic-tac-toe and minesweeper.
2) Finished setting up a new drone NPC. It projects shields around itself to protect allies.
#metroidvania #bullethell #indiegamedev
1) Been busy doing an online course on AI. It's fun, but it's also really tricky to make it play tic-tac-toe and minesweeper.
2) Finished setting up a new drone NPC. It projects shields around itself to protect allies.
#metroidvania #bullethell #indiegamedev
1) Finished setting up the base code for NPCs with secondary weapons. They use them periodically based off a timer.
2) Next I want to try and make NPCs use abilities, like creating shields or summoning reinforcements.
#metroidvania #bullethell #indiegamedev
1) Finished setting up the base code for NPCs with secondary weapons. They use them periodically based off a timer.
2) Next I want to try and make NPCs use abilities, like creating shields or summoning reinforcements.
#metroidvania #bullethell #indiegamedev
1) Adjusted a few weapons and upgrades to work correctly and feel more interesting to use.
2) Began adding a second batch of NPCs and ship types. This includes enemies armed with Missile Launchers and secondary weapons.
#metroidvania #bullethell #indiegamedev
1) Adjusted a few weapons and upgrades to work correctly and feel more interesting to use.
2) Began adding a second batch of NPCs and ship types. This includes enemies armed with Missile Launchers and secondary weapons.
#metroidvania #bullethell #indiegamedev
1) All upgrade systems have been added. Collision and movement physics were also improved, allowing the use of curved terrain!
2) Equipment selection UI lists were added. They appear when switching weapons and ordnance.
#metroidvania #bullethell #indiegamedev
1) All upgrade systems have been added. Collision and movement physics were also improved, allowing the use of curved terrain!
2) Equipment selection UI lists were added. They appear when switching weapons and ordnance.
#metroidvania #bullethell #indiegamedev
I wanted to let you know that MF-01 Aerostrike is currently on 25% sale during the #SteamAutumnSale!
You can find MF-01 Aerostrike on #Steam right here:
store.steampowered.com/app/2303500/...
The game also has a free Demo if you wish to try it out first.
#metroidvania #bullethell
I wanted to let you know that MF-01 Aerostrike is currently on 25% sale during the #SteamAutumnSale!
You can find MF-01 Aerostrike on #Steam right here:
store.steampowered.com/app/2303500/...
The game also has a free Demo if you wish to try it out first.
#metroidvania #bullethell
1) The code for Expansions has been added! They work differently from other unlockables, so I had to improvise.
2) Unique ship upgrades are being added next. These affect the player's ship, or multiple pieces of equipment.
#metroidvania #bullethell #indiegamedev
1) The code for Expansions has been added! They work differently from other unlockables, so I had to improvise.
2) Unique ship upgrades are being added next. These affect the player's ship, or multiple pieces of equipment.
#metroidvania #bullethell #indiegamedev
1) Finally figured out how to set up the code for tacking general updates. Next comes actually adding them to the game.
2) Finished setting up the base upgrade for ordnance. I had quite a bit of fun coming up with them.
#metroidvania #bullethell #indiegamedev
1) Finally figured out how to set up the code for tacking general updates. Next comes actually adding them to the game.
2) Finished setting up the base upgrade for ordnance. I had quite a bit of fun coming up with them.
#metroidvania #bullethell #indiegamedev
As stated previously, Potatostrike is participating on this year's SAGExpo. Here are the links for anyone that wants to try it out:
Official SAGE 2025 Booth:
sonicfangameshq.com/forums/showc...
Itchio:
lmg3864.itch.io/potatostrike
#bullethell #shmup #indiegamedev
As stated previously, Potatostrike is participating on this year's SAGExpo. Here are the links for anyone that wants to try it out:
Official SAGE 2025 Booth:
sonicfangameshq.com/forums/showc...
Itchio:
lmg3864.itch.io/potatostrike
#bullethell #shmup #indiegamedev
1) Finished setting up the base upgrades for weapons. I might change a few later down the line, they feel a bit lacking.
2) Finished setting up the base upgrades for abilities. These ones I do feel more comfortable with.
#metroidvania #bullethell #indiegamedev
1) Finished setting up the base upgrades for weapons. I might change a few later down the line, they feel a bit lacking.
2) Finished setting up the base upgrades for abilities. These ones I do feel more comfortable with.
#metroidvania #bullethell #indiegamedev
1) Finished setting up the base code for equipment upgrades. Now each upgrade must be added individually.
2) Ran into a few issues setting up the upgrade system. Some older parts of the UI code required modifications.
#metroidvania #bullethell #indiegamedev
1) Finished setting up the base code for equipment upgrades. Now each upgrade must be added individually.
2) Ran into a few issues setting up the upgrade system. Some older parts of the UI code required modifications.
#metroidvania #bullethell #indiegamedev
1) The code for unlockable items is now mostly set! The player can collect weapons, ordnance, and abilities.
2) Next up is setting up the code for upgrades and stat expansion items. Hopefully it won't be too difficult.
#metroidvania #bullethell #indiegamedev
1) The code for unlockable items is now mostly set! The player can collect weapons, ordnance, and abilities.
2) Next up is setting up the code for upgrades and stat expansion items. Hopefully it won't be too difficult.
#metroidvania #bullethell #indiegamedev
1) Multiple equipment items have been added. Their logic was also modified to be a bit more versatile and convenient.
2) Work has begun on the code for unlockable items, as well as general game data that must be tracked.
#metroidvania #bullethell #indiegamedev
1) Multiple equipment items have been added. Their logic was also modified to be a bit more versatile and convenient.
2) Work has begun on the code for unlockable items, as well as general game data that must be tracked.
#metroidvania #bullethell #indiegamedev
1) Pickups have been added! They come in multiple sizes, which give different amounts of their respective resources.
2) Equipment items are also being added. They unlock new weapons, ordnance, abilities, and upgrades.
#metroidvania #bullethell #indiegamedev
1) Pickups have been added! They come in multiple sizes, which give different amounts of their respective resources.
2) Equipment items are also being added. They unlock new weapons, ordnance, abilities, and upgrades.
#metroidvania #bullethell #indiegamedev
Version 0.7.2 includes primarily fixes and technical changes to the game in preparation of SAGE 2025.
Links in the replies.
I'll share the link to the game's booth once the event starts in September.
#bullethell #shmup #indiegamedev #patchnotes
Version 0.7.2 includes primarily fixes and technical changes to the game in preparation of SAGE 2025.
Links in the replies.
I'll share the link to the game's booth once the event starts in September.
#bullethell #shmup #indiegamedev #patchnotes
1) Finished making the trailer for #SAGE2025! It showcases some of the newer Potatoes that have been added since last year.
2) All that's missing is finishing the SAGE version of the game and creating a brand new booth.
#bullethell #shmup #indiegamedev
1) Finished making the trailer for #SAGE2025! It showcases some of the newer Potatoes that have been added since last year.
2) All that's missing is finishing the SAGE version of the game and creating a brand new booth.
#bullethell #shmup #indiegamedev
1) Preparing the game for #SAGE2025. The splash video has already been added and is fully functional. Next up is creating a new video for the trailer.
2) Fixed a bug that seemingly unlocked Endless Mode incorrectly. Whoops!
#bullethell #shmup #indiegamedev
1) Preparing the game for #SAGE2025. The splash video has already been added and is fully functional. Next up is creating a new video for the trailer.
2) Fixed a bug that seemingly unlocked Endless Mode incorrectly. Whoops!
#bullethell #shmup #indiegamedev
1) I joined a game jam hosted by Dokibird, and have been working with a team on our entry. It's a silly physics-based game made on Godot.
2) I've been learning a lot about Godot, especially UI nodes. Here's one of the screens I worked on!
#DokiJam #GameJam #indiegamedev
1) I joined a game jam hosted by Dokibird, and have been working with a team on our entry. It's a silly physics-based game made on Godot.
2) I've been learning a lot about Godot, especially UI nodes. Here's one of the screens I worked on!
#DokiJam #GameJam #indiegamedev
1) Adjusted the melee AI system. It will keep flying straight past their target, then turn around once it's far enough or hits a wall.
2) Their weapon was also modified to hit once every 8 frames instead of once per frame.
#metroidvania #bullethell #indiegamedev
1) Adjusted the melee AI system. It will keep flying straight past their target, then turn around once it's far enough or hits a wall.
2) Their weapon was also modified to hit once every 8 frames instead of once per frame.
#metroidvania #bullethell #indiegamedev
1) Initial setup for "contact" weapons, which will deal damage when they collide with a target entity.
2) Additionally, work has begun on a melee AI system. It's a bit tricky to set up with the new pathfinding system.
#metroidvania #bullethell #indiegamedev
1) Initial setup for "contact" weapons, which will deal damage when they collide with a target entity.
2) Additionally, work has begun on a melee AI system. It's a bit tricky to set up with the new pathfinding system.
#metroidvania #bullethell #indiegamedev
1) Decided to keep the text display for bindings. The icons would not fit correctly inside the old buttons.
2) Also added support for Borderless Windowed and Fullscreen Borderless display modes, as well as resolution settings!
#turnbased #strategy #indiegamedev
1) Decided to keep the text display for bindings. The icons would not fit correctly inside the old buttons.
2) Also added support for Borderless Windowed and Fullscreen Borderless display modes, as well as resolution settings!
#turnbased #strategy #indiegamedev