PingZing
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pingzing.xyz
PingZing
@pingzing.xyz
Writer, programmer, occasional baker. Any/all pronouns.

Avatar by @illusionofmana.bsky.social.
Banner art by NSilver.
Finally polishing up a few of the more placeholder areas now that I've found some house tilesets I like. Props to the 8-Bit Adventure Pack: https://ci.itch.io/8-bit-adventure-pack
#indiegames #indiedev #gamedev
November 15, 2025 at 4:51 PM
This was what my testing area looked like once I'd finished getting everything working again. Look at her go!
#indiegames #indiedev #gamedev
October 14, 2025 at 11:33 AM
Had to fix up some of my reflection math. That meant reworking all the player character's secondary sprites' reflection offsets. Accidentally left animation interpolation on for the tail.
#indiegames #indiedev #gamedev
October 14, 2025 at 11:31 AM
Been quiet about the game, but I've been making some progress on cutscenes. But mostly, I've been waiting for...
player character sprites!
#indiegames #indiedev #gamedev
October 5, 2025 at 6:27 PM
The second is more exciting for me personally: a dialogue previewer! No more booting up the game just to see if my dialogue actually fits, or if it feels right! I reused my existing DialogueBox control with *almost* no changes.

#indiegames #indiedev #gamedev
August 31, 2025 at 5:56 PM
Two things tonight! The first is short and sweet. The inventory has a blinky cursor now! Also planning on adding a little panel to the top with item names.

#indiegames #indiedev #gamedev
August 31, 2025 at 5:53 PM
Tonight's room.

When you've got a good tileset (thanks, affordable asset packs!) they're fun! Like little narrative jigsaw puzzles, that fight you occasionally re: collision sizes and y-sort offsets.

#indiegames #indiedev #gamedev
August 28, 2025 at 10:52 PM
Got halfway through putting together the first big cutscene. Realized that without making each actor do a little motion of some kind every time they spoke, keeping track of who was talking would be way too hard. So, reluctantly: name tags.

#indiegames #indiedev #gamedev
August 18, 2025 at 9:40 PM
Because my Player is made up of multiple sprites, I had to attach a Reflector component to each sprite. This had some interesting side effects at first...
(Reflectors can now specify an offset to deal with this.)

#indiegames #indiedev #gamedev
August 16, 2025 at 3:17 PM
Working on an interior scene, as it's part of the first major cutscene. Part of it calls for the player character to look into a mirror, which meant I had to figure out How To 2D Mirror. Very happy with the result though!

#indiegames #indiedev #gamedev
August 16, 2025 at 3:14 PM
Oh, almost forgot! Before this, I got my cutscene system built! I still need to teach it a few more commands, but it can move entities around, and that's a big part of what I needed!

#indiegames #indiedev #gamedev
August 5, 2025 at 7:09 PM
This is an earlier incarnation of the same thing, with cell coordinates mocked up in Paint.NET. This earlier version was just a _draw() in my base room scene. As such, the only way to see it was to uh, turn off the room's tiles. Not great UX!

#indiegames #indiedev
August 5, 2025 at 5:54 PM
Started working on Y-Sorting (i.e. allowing things to go behind other things). Realized I'd have to move *every* entity's relative position up one tile. Did so. Broke the *hell* out of pathfinding. Was forced to invent some better debugging visualizations.

#indiegames
August 5, 2025 at 5:19 PM
Slowly chipping away at the stuff I need to start doing cutscenes. It's not interesting to show, because it's re-treading old ground re: pathfinding, etc, just with more stuff under the hood. So, instead...

#indiegames #indiedev #gamedev
July 30, 2025 at 8:21 PM
July 26, 2025 at 8:10 PM
Starting to add some interactions. Getting some ideas for puzzles and like... Actual Gameplay(tm).

#indiegames #indiedev #gamedev
July 24, 2025 at 7:56 PM
Two new enemies! With that, I think I have all the enemies I need for this region.

(fun fact: the plants are called "Birds of Perdition")

(even more fun fact: lookit that angry eyebrow on the boar. I love it.)

#indiegames #indiedev #gamedev
July 22, 2025 at 10:59 PM
Added a "PeacefulSleep" component that makes enemies invincible and solid. It also puts these little crab guys to sleep!

#indiegames #indiedev #gamedev
July 21, 2025 at 9:33 PM
Upscaling should help a bit.
July 17, 2025 at 7:11 PM
Let's see how Bsky compression handles...

...tiny enemy crab!

#indiedev #gamedev #indiegames
July 17, 2025 at 7:06 PM
Mostly work in less visually-cool infrastructure stuff. Except:

Shaders are cool.

#indiedev #gamedev #indiegames
July 15, 2025 at 8:44 PM
We got a player inventory! We got an item acquisition cutscene! We got animations moving stuff from the world into the UI with only a minimum of jank!

#indiedev #gamedev #indiegames
July 13, 2025 at 8:40 PM
Been doing a bunch of work under the hood for the past week or so. A major milestone: things can take damage and be defeated now!

#indiedev #gamedev #indiegames
July 8, 2025 at 9:43 PM
Starting to get interaction into the game. We now have an Interactable component, and I'm starting to hook up the dialogue box. Still need to freeze the world when dialogue is on display, but we're halfway there.

#indiedev #gamedev #indiegames
July 3, 2025 at 9:37 PM
Haha! BBCode formatting that gets preserved across automatic page breaks! I had to do some intense shenanigans, and I am definitely not using RichTextLabel the way you're supposed to. But it works!

#indiedev #gamedev #indiegames
July 2, 2025 at 8:27 PM