Just in from the nyc utdr meetup, spamtenna fans only managed to scrap together 50 cents while Suselle raked in bank all day

⁂
Misplaced Lens Cap
Cosimo Galluzzi
hello vonnie
tumblr dot com
Not today Justin
trying on a metaphor
dirt enthusiast
styofa doing anything


Sade Olutola
h
i don't do bad sauce passes
One Nice Bug Per Day
todays bird
Lint Roller? I Barely Know Her

Janaina Medeiros
we're not kids anymore.
seen from United States
seen from United States
seen from Singapore

seen from United States

seen from Switzerland
seen from United States

seen from United States
seen from Türkiye
seen from United States

seen from Singapore
seen from United States

seen from Vietnam
seen from Malaysia

seen from United States

seen from Malaysia
seen from Germany

seen from Malaysia

seen from United States

seen from Poland
seen from United States
@elesh-n
Just in from the nyc utdr meetup, spamtenna fans only managed to scrap together 50 cents while Suselle raked in bank all day

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch • No registration required • HD streaming
Devlog 5: The Big One
I have not devlogged in a bit, but that's less about me not doing anything and more about me doing so much that I don't really know how to write about it, especially since it's been a lot of in person stuff and finishing the very long term, very large scope hitbox refactor.
Living In Real Life
I went to another playcrafting dev night to get some more eyes on my game and talk to some more game devs! Was awesome to get another experience to exhibit locally, and I'll definitely be coming out to more events like this.
I also went to PAX East! I love this con, and I loved getting to play other awesome games from fellow indie devs - everything I saw there was super impressive and very motivational. I didn't exhibit myself this time around because the game just isn't there, but I definitely would love to in the future. Places where these games come out of the digital world and into physical community are very special to me. I also cosplayed one December Holiday Deltarune, which was super fun, and I got recognized a lot more than I thought I would. Cosplaying an entirely fanon design of a character was definitely a bucket list item of mine so I'm super glad I did it, I love weird fan culture stuff like that.
As for actual game progress...
The hitbox refactor is finally over!
I recoded I would estimate maybe 30-40% of the entire game. Everything from how the player and enemies handle combat, damage, i frames, hitstun, everything was completely torn down and rebuilt in a new system that allows for increased flexibility and easy / straightforward implementation of every enemy and obstacle I will create from here on out. I don't think it would be very fun to read if I went into more detail on this, but know that it was just a lot a lot of work and I'm euphoric to be done with it, as working on the rest of the game is so close.
What's next?
There are still a good few bugs I want to solve after the last playcrafting session, so that's next on the docket. My goal for this coming week is to take care of those and put out a new, shiny build for people to play with all those bugs fixed. There will undoubtedly be a couple things that slipped through the cracks with this crazy refactor, so I'll be putting out patch builds regularly so people can play chapter 1 with the best experience possible.
After that, I'll probably spend about a week on migrating all of my sprites over to asesprite. Anyone have a good podcast?
Then it's on to developing new content! Woohoo, finally! So exciting.
Thanks for reading :) super excited to keep it going!
Devlog 4? 3? Having a normal one.
As you can see, things are going quite well for my hitbox refactor. Let me take a moment to explain even what that is.
Basically, any interaction between a player and enemy or anything similar such as spikes is hard coded. For the player, this used to be in the inventory script, because I originally considered health as part of the inventory. Similarly, methods for enemies to take damage would be in the enemy script. These hard coded interactions also made it so that this functionality was directly tied to the same collider on everything: an enemy's collider that defines how it fits into space had to be the same one that defined where it could be hit and where it hit the player. This also was true for the player, which has caused problems with needing to shrink the players hitbox during an attack allowing them to clip into walls.
Now, hitboxes and hurtboxes are separate scripts, allowing entities to have separate colliders for each, and also allowing for more flexibility when assembling objects that can take or deal damage. You now have to write no new code to do something like getting a certain enemy to play a certain sound when it gets hit.
This update also totally unraveled the player's inventory script. Not only did I factor the health out of it, but inventory used to for some reason manage disabling / enabling the player as well. That's been moved to the player state manager. It now only manages items, currency, and other collectibles.
As you might be able to tell, this is a pretty huge change to a lot of the game's core systems, hence the image you see above. I've worked through it quite a fair bit though: all the errors you see above are fixed, and the project can now be opened outside of safe mode... yay?!
Now all that's left to do is to set up the new components, meaning the player, every enemy, and some other objects like spikes. Then, I need to play through basically the whole game to test everything, and debug the errors I find, because there WILL be errors. I also will have to do a lot of re-syncing hitboxes to animations, mostly in the player. I'm definitely not in the home stretch or anything, and this is such a large change that it will likely last one or two more weeks. But I'm gonna do my best!
I once knew a guy who was a total tool and gave me and those around me lots and lots of terrible advice. But I will forever remember the one amazing piece of advice he offered: "Breakfast for dinner is a marathon, not a sprint."
Devlog 3: Big, Slow Improvements
After last week, all of the small issues I know about are squashed, which means something terrible: I actually have to tackle larger improvements.
The most major change this week, which you can see above, was retooling the main menu. The title looks much better here, and the background is more neutral, anticipating a time when people might be starting the game in another area. Buttons are more readable / standardized, and can be navigated with arrows / controller instead of just a mouse like I had before. This required me to work a lot with unity UI, which is never the best time, but I'm pretty pleased with the result.
Aside from that, codebase cleanup continued. For some godforsaken reason when I was originally creating this project whenever I needed an object to reference a prefab (a cloneable object such as a projectile, item, or particles) I would instead keep the references in a library object instead of on the object that actually cared about the prefab (so instead of being like "spawn(coin)," I would have to say "spawn(library.coin)"). This could be defensible if I wanted to routinely switch out these objects or refactor them, but in most cases they were entirely unique and at most were used in 5-6 other scripts. All of those are cleaned up now.
The end of codebase cleanup is on the horizon! It's been such a tedious and not very fun process, but there are only really two major things left to do. The hardest one will be hitbox / hurtbox abstraction, which I've started already and it is UGLY! The second will be easy but very time consuming: moving all my project files to aseprite, as my aseprite files got wiped a while ago when my laptop bricked. Hopefully I'll be done with these within the month.
Anyway, with finishing codebase cleanup on the horizon, I've started to think on / prepare area two, which I'm VERY excited to work on. The enemy list is almost final, and starting to sketch out room / story design. Can't wait to show you all.
See you next week! Pray for me as I struggle with my blood sweat and tears against this hitbox refactor.

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch • No registration required • HD streaming
Devlog 2: An Inquiry
Another pretty productive week. The principal change I made was updating the shop so that instead of those big, ugly descriptions, you can now ask about items as you see fit and get the info told to you by the friendly keep. Awesome.
Less interesting than that is a tonnnnn of bug / issue fixes - another thing you can see in the gif is that now the player animates during dialogue. Warping is now more functional, fish are smoother, and I made some improvements to the directional attack tutorial based on my last playcrafting exhibition, among other things. Also did some moving and adding objects to make the level design flow a bit better.
Thinking about when I want to release a new build - will probably be around whenever I get to make it out to another exhibition. Or maybe PAX if I don't get out to one before then.
Will be back with some very cool stuff next week >:P gotta keep grinding! Feel like I'm recovering my stride though.
2/16 Long Weekend Devlog: Getting up to speed!
Many changes this week were in "retiming" things: one thing you need to be very careful of in game programming is tying operations to framerate. Since most code runs frame-by-frame, any code that does something like moving an object or general progressing a gradual process needs to be scaled by time in order to happen consistently.
This was cropping up as an issue as my computer was running a bit slow during my recent exhibition and it would cause certain objects to move very slowly during play. In order to scale these operations so that they can be experienced accurately on any device at any time, they need to be scaled by how much time is passing each frame.
Some things I improved this way this week were camera scrolling, прс movement, and dialogue speed.
Other than that, it was just some misc stuff: the voidmite in the bottom of the world became a bit more clever, and I've made some easy fixes like adjusting hitboxes.
This next week will be more bug fixes from exhibition feedback, as well as continuing the post-ch1 feedback if I have time.
More exciting stuff coming next week!
Hello Tumblr! Starting today, I’ll be using this page to document my progress developing my dream game Chromatic.
I’ll probably be making a fleshed-out “devlog” post about once a week along with more scattered thoughts here and there.
All info about the game, including links to download, website, trailer, and all socials can be found at https://linktr.ee/Chromatic_Game
Also, all posts will be cross posted to my main @elesh-n
Excited to be starting a devlog and joining the indie game dev community on Tumblr!
Linktree. Make your link do more.
Life will be a lot better if you stop thinking you are smarter than other people. For one thing, there's no way you actually are meaningfully smarter than most people. But if you really think you are, go ahead: go to a different city this weekend. Find an escape room, beat it in under 30 minutes with strangers, making friends with at least one of them. Go outside and walk to the nearest deli. Improve a stranger's day on your way there. Order prepared food at that deli and buy it for less than the listed price. When you get out, create a new reddit account and post something that gets at least 1000 upvotes, then do the nyt mini in less than 30 seconds. If once you return home, you made more money on the trip than you spent, you are officially smarter than most people. But nothing else is a reliable metric.
Has anything ever ensued that wasn't hijinxs
edit: or chaos

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch • No registration required • HD streaming
How do you guys think Marmaduke feels about Scooby-Doo? On one hand, it might be nice for him to have another great dane in showbusiness, and there could be some camaraderie there. On the other hand, Marmaduke is famous specifically for being a great dane, and Scooby-Doo is not only more famous but just happens to be a great dane, and exists very much outside the shadow of his breed. This might make Marmaduke feel a bit pigeonholed or tokenized, knowing that there is another great dane out there who has managed to rise above the stigma of being this kind of dog. He might just also feel plain out jealous that Scooby is more famous period. I really feel for that guy, it can't be easy. I hope Scooby is nice to him and that they uplift each other.
“We are running out of third spaces! We need to revive third spaces!” -Person in city where one in every 5 businesses is a stupid fucking third space that does not in a million years need to exist ever
FINNTRESS STILL NOT TECHNICALLY CANON!!!!!
First guy to make whiplash but instead of drumming its founding a y combinator ai startup has a gazillion dollars and an instant totally undeserved legacy waiting for them
Macy's 2025 Floats and Balloons tier list

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch • No registration required • HD streaming
Tony Fox: I have had the deltarune dream. I am receiving your messages.
I’ve never really felt like representing my digital self with avatars that resemble my real self. Looking inward, I realize that this may give a good hint as to what the real me is really about. I think back to the first avatar I chose for myself I can remember…. A minimum height, red-shirted mii built in the image of and named after Calvin from Calvin and Hobbes