Tibzilla
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tibzilla.bsky.social
Tibzilla
@tibzilla.bsky.social
Fighting game nerd, regular video game nerd, beer league hockey goalie, hobbyist game dev, UI/UX software engineer.

Honestly I am just here to click the like button on cute animal pictures tho
yo I made the thumbnail?!?!?!?
May 27, 2025 at 2:58 PM
never trust javascript, sometimes you want to make a fighting game bracket but accidently just print a lot of 'null's. pls note that it is a string and not a null value and this happens to me every single time ffs
March 17, 2025 at 4:37 PM
like I was actually amazed at how little work this was compared to all the recursion wierdness I did for the tree. nah, just loop this bad boy for each step in your range, no biggie, apparently.
February 26, 2025 at 5:32 AM
This approach works well because you can scale it easily to a variety of ranges. I started with the movement tree BC I was overthinking this but this solution is 10x easier. Classic move.

But this effectively just does the "for each square away from origin, draw that many diagonals" per each range.
February 26, 2025 at 5:24 AM
Some more #gameDev notes/ illustrations to send out to the BSky ether!

Attack ranges: For a range 2, we start at 2 squares above the origin, then iterate through that range, and move diagonal each iteration (I should have done 3 to show it better oops). then we do that to the east, west, & south
February 26, 2025 at 5:24 AM
This shows a path with a "movement cost" of 2, indicated by the green arrows/ incredibly artistic forest tile.

I didnt know exactly how to visualize it costing 2, so I filled it halfway with each step as it went.

doing this from the origin out to every node will give the character full movement.
February 26, 2025 at 5:14 AM
(the previous gif only shows the north step btw, ran out of space)

Using the tree structure lets us place obstacles in the path, and will automatically adjust to show every possible movement available to the player. This shows how it works with a blocked tile to the south, indicated by a red X.
February 26, 2025 at 5:14 AM
I have some quick lil' gamedev illustrations I made ( quickly, poorly, and using a sudoku grid & MS paint) to show how some algorithms work in a small project I am messing around with.

So movement works using a tree structure, each node checks the next & subtracts total movement values.
February 26, 2025 at 5:14 AM
Updated the highlight animation
December 18, 2024 at 6:14 AM
Everyone: “bsky is so much better than the other app, its so much easier to moderate your feed!”

Me: “Agreed!”
November 29, 2024 at 4:39 AM
Dude loves naps
November 23, 2024 at 6:51 AM
Made a gameboy game a while back for a friend of mine, its about eating as many hotdogs as you can!

If you feel like giving it a whirl click the link and download the rom!
tibzilla.itch.io/david-smiths...

#GBDev #gameboy #hombrew #HotDogs
November 23, 2024 at 6:36 AM
Working on a Tactical RPG, starting with a little map editor, got units working. Tiles already work which is neat (need to add more tile types tho). #BuiltWithMonoGame btw!
November 23, 2024 at 4:00 AM
Behold, dog!
November 1, 2024 at 2:24 AM