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tararntula.com
tararntula
@tararntula.com
#indiegamedev, #pixelart, and #watercolor.
https://tararntula.com/
Working on Peddlers Between Pulsars.
it/its, aro/ace/agender + voidpunk
🚫genAI
Brushes somewhat setup and screen calibrated. The rust though, oof.
November 15, 2025 at 1:29 AM
I'm still here, just very distracted. After getting a tablet with a screen, I made a huge smear, I saw the purpose of drawing gloves. Then I decided to make my own because and learn to use my DPNs in the process.

This one... is a learning project haha.
November 11, 2025 at 9:11 PM
My SO convinced me to use a tablet again, but a non-wacom one that was made sometime in the last decade.

Things have changed so much in the past 11 years, this is awesome! I scribbled a Gooey while setting up settings.
November 5, 2025 at 5:45 AM
www.sandiegouniontribune.com/wp-content/u...

This was a week or two ago, but there was a relevant sign!
October 30, 2025 at 7:45 PM
The Mobile Suns haven't done anything because I was trying to make their options fit without becoming a menu.

I still want more visual cues that aren't color reliant. But they fit and toggle, so with proper text, they'll be good enough for now.

#gamedev #indiedev #peddlersbetweenpulsars
October 30, 2025 at 3:40 AM
Sound effects are hard. It took a decent amount of fiddling to get the takeoff noise to sound more like a whir-on, instead of the entire ship making a "boing" sound.

#solodev
October 28, 2025 at 4:37 AM
Finally gave Exos' jumping sprites proper rotations.

Also put his wings on in the right direction. Relative inexperience with RPG perspective + not being good at drawing bugs means I stuck them on backwards without noticing x_x
October 17, 2025 at 2:55 AM
Got stuck trying to figure out how to make doors read more like doors rather than strange patterns on a wall. The answer was to actually draw them in doorframes.

#pixelart
October 13, 2025 at 11:52 PM
I've gotten much more appreciation for those old RPGs with huge casts. I've got 5 characters, a nice editor with color coded paths, and they're still shoving each other around in cutscenes.

#gamedev #indiedev #screenshotsaturday
October 11, 2025 at 10:45 PM
I am a bit too happy that travel fees, parking fees, and debt are functioning.

Yes, the toll gates are cardboard boxes atm.
October 2, 2025 at 6:11 AM
Most of the travel code was written before #peddlersbetweenpulsars had pulsars, so it needed updating.
- Routes FINALLY have supply/fuel fees calculated. Not charged yet.
- Players fly through the galactic collision when traveling. That's shown and expensive now.
#screenshotsaturday #indiegamedev
September 27, 2025 at 8:15 PM
Speech bubbles aren't limited to players/certain NPCs anymore. 100% there now.

#screenshotsaturday
September 20, 2025 at 10:49 PM
Screenshot/text of how the above cutscene looks to as I'm writing it. I generally only have to use a text+scene editor for cutscenes now, so I can work on them pretty efficiently.

Mainly showing it cause I couldn't find many examples/refs of cutscene systems when I was figuring out how to build it.
September 19, 2025 at 9:18 AM
After implementing a "jump to location" command, the cutscene system is ~97% where of where I want it to be.

Also, new character select where everyone fits, but has placeholder text.
#indiedev #gamedev #peddlersbetweenpulsars
September 19, 2025 at 9:18 AM
Is there a way in Godot 4.5 to adjust how the Path2Ds are shown? They were way thicker and visible 4.4. Can't quite see them with any of my tiles turned on.

Left is 4.5, right is 4.4. #godot #godotengine
September 18, 2025 at 5:20 AM
Beginning of COVID: Lots of time, lots of pixels.
Now: Less time, less pixels.

No really, I got faster and more comfy with tinier images.
September 12, 2025 at 10:09 PM
Oops. That's one way to put in too much space.

#indiedev
September 12, 2025 at 6:42 AM
Gave shops more control on their items' positions so they could fit more stuff. Then realized Godot centers Sprites2Ds by default, which made sprites with odd dimensions jitter.

So now jitters are gone, shops have multiple rows for wares, AND rugs/counter have y-sorting.

#indiegame #gamedev
September 11, 2025 at 6:06 AM
Some small additions and an update to an existing tileset.

I didn't think I was getting better at #pixelart cause while working on my game - I chose this style for speed purposes. But I looked at the first building I did and thought "wow, I was struggling with this back then."
#screenshotsaturday
August 30, 2025 at 8:45 PM
Updated another shop interior. Probably should go through each of the shopkeepers's dialogue now that they have furniture.

The Shop is probably the most complicated object in the game, and it's still missing features.
August 27, 2025 at 2:47 AM
Finally got so tired of staring at the only interior tileset I had, so I made another one (old one is the grey one in the first picture.)

Got a little more motivated to put down the building interiors after that.

#peddlersbetweenpulsars #indiedev #gamedev
August 14, 2025 at 4:06 AM
I mainly post the pretty stuff here, but 9/15 planets are white rects with letters + relevant NPCs sitting on another white rect off screen. But they exist!

#solodev #indiedev #gamedev
August 2, 2025 at 3:54 AM
Hello, I've been quiet b/c I've been baking bread and getting stuck on water tiles. There's still cleanup/refining to do, but I think I got the idea now.

#pixelart #screenshotsaturday
July 26, 2025 at 5:52 PM
Nevermind, I'm sticking with the autotiles. Takes a some cleanup and nudging, but they're capable of looking pretty good.

It's a white tileset. I stick colors on the layers in-game, so it should be good for nearly all the other maps/menus.
July 15, 2025 at 6:50 AM
Updating all the little planet photos cause they haven't been updated since the game was in HTML. I generally don't like autotiles, but they work for making roughs (and coordinating which colors are in planet backgrounds).

#indiedev #peddlersbetweenpulsars #gamedev
July 11, 2025 at 8:12 PM